Combat And Rewards
- Encounters can start from the Digivice, adventure map, QR or barcode signals, browser extension, and PvP systems.
- Commands resolve in speed order with animations and an authoritative battle log.
- Your Call and Flee are always available. More precise attack, technique, distance, and defend commands unlock as Brains rises.
- Brains under 100 offers Your Call and Flee; 100 adds Attack; 200 adds Moderate; 300 adds switching and Distance; 400 adds Defend; 500 exposes three technique slots.
- A living loaded reserve can swap in, generally once per turn. Items also follow per-turn limits.
- If MP is too low, the Digimon falls back to a basic attack that still uses its normal offense, element, and matchups.
- Damage includes computed stats, stage, move power, modifiers, equipment, and type or element interactions.
- Wins can grant Bits, Digimon XP, Tamer XP, EV, item drops, Digi-Egg data, and occasional eggs.
- Natural battles affect the real active partner; registered snapshot battles are simulation-first and usually do not apply normal progression damage.
- Fatigue can reduce rewards, and boss wins can recruit File City members or unlock buildings.