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Optional RPG

Optional RPG adventures

For people who want more to do, Habbomon has an optional Pokémon-style RPG layer inside the community.

The RPG is extra depth, not a requirement for belonging.

  • Optional Pokémon adventures
  • At your own pace
  • Friendly hosts
A warm Habbomon RPG overview poster with starter, training, battle, and community mini-scenes.

Research Center

Pick your starter

When you feel ready for a little adventure, the Research Center helps you choose a starter and settle into the RPG gently.

A friendly Habbomon Research Center where players look at three starter-like choices for the optional RPG.
  • Starter choice is an optional doorway into the RPG layer.
  • Hosts can explain what each path means without rushing you.
  • You can still join rooms, events, and community moments before choosing one.

Relaxed growth

Train at the Day Care

The Day Care gives your Pokémon a calm place to grow, train, and become part of your Habbomon story at your own pace.

A cozy Habbomon Day Care training room with plants, mats, helpers, and relaxed optional RPG progress.
  • Training is there for gradual progress, not daily pressure.
  • Helper roles can point you toward the next comfortable step.
  • Small gains and little wins still count.

Personal progress

Collect and grow your dex

Your dex can become a memory book of what you have found, raised, traded, and shared. It is personal progress, not a race.

A warm Habbomon RPG overview poster with starter, training, battle, and community mini-scenes.
  • Signed-in members can use Habbo.World Hub and Living Dex tools for their own records.
  • Collection is one way to remember your adventure, not the measure of belonging.
  • You can explore the RPG deeply or simply keep a few favorites close.

Wild Area

Wild battles and catching

Wild Area hosts can help create encounter moments where you battle, catch, and bring a new memory back to the community.

A cozy Habbomon Wild Area with plants, paths, a helper, and an optional creature encounter.
  • Catching uses clear dice rolls and friendly host guidance.
  • Encounter moments should feel adventurous, not stressful.
  • The detailed catching guide is lower on this page when you want the numbers.

Quick battle flow

Battle guide overview

The quick version is: roll for Speed, roll base damage, add same-type attack bonus when it applies, then layer bracket, type, and critical hit effects.

A friendly Habbomon battle guide scene with dice, simple battle tiles, and abstract guide panels.
  • Speed helps decide action order, with level brackets adding a small bonus.
  • Base damage starts from one die, then the RPG guide adds readable modifiers.
  • The full calculator version also includes attack, defense, burn, move power, and bracket terms.

Guide details

When you want the numbers

The first sections are meant for newcomers. These expandable guide cards keep the deeper battle, status, weather, and catching rules available when you want them.

Basic Battle RulesStart here when you want the readable version before the full calculator details.
  • 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 HitsThe public guide keeps the turn flow easy to follow at the table.
  • 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 calculatorFor the full calculator version, 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 calculator's 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 ConditionsStatus effects should be readable enough that a host can walk the room through them.
  • 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 EffectsThese effects sit on top of the main status rules and usually last for a short moment.
  • 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 EffectsWeather adds atmosphere and a few clear multipliers.
  • 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 PokémonCatching uses a simple target number, a few helpful modifiers, and three clear 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 effectivenessType matchups make battles feel familiar without needing to be the first thing newcomers memorize.
  • 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 bonusesLevel brackets keep growth meaningful while still letting lower-level Pokémon participate.
  • 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 calculator formula.
Same-type attack bonusSTAB is a small, easy bonus when a Pokémon uses a move that matches its own 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 calculator, STAB appears inside the base calculation.
Super-effective and not-very-effective damageType effectiveness keeps battles flavorful without turning the page into a spreadsheet.
  • 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 calculator.

Bigger nights

Raids and tournaments

Some RPG nights are larger optional events with teams, raids, or bracket-style play. They should feel like shared community moments, not pressure to keep up.

Helpful roles

RPG team roles

The adventure works best when hosts and helpers make the next step easier to understand.

Optional adventure

RPG Hosts

Guide adventure nights, explain table flow, and help players find the next comfortable step.

Battle help

Gym Leaders

Run themed battles and help the RPG feel like a shared world rather than a solo checklist.

Day Care

Pokémon Breeder

Supports gentle growth paths, Day Care questions, and creature-care moments.

Dex help

Dex Validators

Help keep dex records fair and understandable for signed-in members.

Wild Area

Wild Area Hosts

Make encounter and catching moments feel safe, playful, and easy to follow.

Deeper nights

Battle Frontier Hosts

Support deeper optional challenges when players want a bigger RPG night.

At your own pace

Want a little adventure too?

Join the Discord, verify your Habbo, and explore at your own pace.