> For the complete documentation index, see [llms.txt](https://wiki.apexcobblemon.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.apexcobblemon.com/features/battling/raids/raid-phases/battle.md).

# Battle

During the **Battle Phase**, your party must clear all [Minion Waves](#minion-waves) and then defeat the [Raid Boss](#raid-boss) without running out of lives.

<table><thead><tr><th width="120" align="center">Party Size</th><th width="120" align="center">Total Lives</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">4</td></tr><tr><td align="center">2</td><td align="center">5</td></tr><tr><td align="center">3</td><td align="center">7</td></tr><tr><td align="center">4</td><td align="center">9</td></tr><tr><td align="center">5</td><td align="center">11</td></tr></tbody></table>

{% hint style="info" %}
The **Tight Ranks** and **Deathless** [modifiers](/features/battling/raids/modifiers.md) lower the party's total lives.
{% endhint %}

## Minion Waves

Each raid has **5 Minion Waves**, each of which must be cleared before the boss is spawned. A wave ends once every player still in the Raid has won their battle. Each cleared wave awards ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)**Battle Points** based on the [wave type](#wave-types). After the fifth wave, each surviving player gets a [random reward](/features/battling/raids/difficulty-tiers.md#rewards) based on the <img src="https://cdn.discordapp.com/emojis/1508742571696853034.webp?size=128" alt=":shield_sapphire:" data-size="line"> [Difficulty Tier](/features/battling/raids/difficulty-tiers.md) of the raid.

After each turn, there is a chance that one of the following battle effects will be applied. Later waves have a higher chance to trigger one of these effects.

* 25% Minion Heal
* Defensive Minion Boost
* Offensive Minion Boost
* Player Defense Reduction

### Wave Types

<table><thead><tr><th width="100" align="center">Wave Type</th><th width="100" align="center">Chance</th><th width="100" align="center">Battle Points</th><th align="center">Description</th></tr></thead><tbody><tr><td align="center"><strong>Normal</strong></td><td align="center">85%</td><td align="center"><img src="https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56" alt=":battle_point:"><strong>2</strong></td><td align="center">One minion spawns per player</td></tr><tr><td align="center"><mark style="color:$warning;"><strong>Horde</strong></mark></td><td align="center">10%</td><td align="center"><img src="https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56" alt=":battle_point:"><strong>3</strong></td><td align="center">Two minions spawn per player and must be defeated in a double battle.</td></tr><tr><td align="center"><mark style="color:red;"><strong>Mini Boss</strong></mark></td><td align="center">5%</td><td align="center"><img src="https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56" alt=":battle_point:"><strong>5</strong></td><td align="center">A mini-boss similar to the final boss appears, and is fought the same way as the <a href="#raid-boss">Raid Boss</a>. Each Pokémon that faints costs a life. It can be caught with Raid Balls and has a <strong>50% Shiny chance</strong>. Each player receives <strong>3 Raid Balls</strong>, each with a <strong>25% catch chance</strong>.</td></tr></tbody></table>

The **Horde** [modifier](/features/battling/raids/modifiers.md) turns every Normal wave into a Horde wave.

### Kaizo Mode

Kaizo Mode activates in **5%** of raids, and is applied to every [Minion Wave](#minion-waves) during the raid. Pokémon cannot be healed between rounds, and each cleared wave awards double ![:battle\_point:](https://cdn.discordapp.com/emojis/1250586559015686296.webp?size=56)**Battle Points**. The **Kaizo** [modifier](/features/battling/raids/modifiers.md) applies Kaizo Mode to the raid, without the double Battle Points.

## Raid Boss

After all Minion Waves have been cleared, all surviving players will be prompted to re-select their team. Once this is complete the Raid Boss will be spawned, and all players will automatically be placed into battle. If the Raid Boss is defeated, each surviving player gets a [random reward](/features/battling/raids/difficulty-tiers.md#rewards) based on the <img src="https://cdn.discordapp.com/emojis/1508742571696853034.webp?size=128" alt=":shield_sapphire:" data-size="line"> [Difficulty Tier](/features/battling/raids/difficulty-tiers.md) of the raid, then advances to the [Catch Phase](/features/battling/raids/raid-phases/catch.md).

Each player fights the Raid Boss in their own battle, but every battle is against the same boss. The boss attacks every turn, so bulky Pokémon, status moves and teamwork matter as much as raw damage.

<p align="center"><a href="/features/battling/raids/normal-bosses.md" class="button primary">Normal Bosses</a> <a href="/features/battling/raids/legendary-bosses.md" class="button primary">Legendary Bosses</a></p>

### Shared Boss

* **One HP bar:** Damage from every party member goes towards a single HP pool, shown as the boss's HP bar in each player's battle. Each hit counts in full, even when it deals more damage than the boss's normal HP.
* **Synced turns:** The boss waits for every player to choose a move, then the turn plays out in every battle at the same time. The next turn begins once every player has finished the current one.
* **Shared effects:** Status conditions, stat changes, weather, terrain, rooms, **Tar Shot**, **Heal Block** and **Gastro Acid** on the boss carry over to every player's battle. Your teammates' moves and the damage they deal are shown in your battle.

{% hint style="warning" %}
Running from the Raid Boss battle removes you from the boss fight, the same as losing all of your Pokémon. The rest of the party continues the fight without you.
{% endhint %}

### Boss Limits

* **Stat stages:** The boss's stats may only be raised or lowered by up to **3** stages.
* **Lowered stats:** Lowered stats return to normal **4** turns after they are first lowered. The boss's stats then cannot be lowered for **2** turns.
* **Status conditions:** A status condition on the boss is cured after **4** turns. Once a status condition ends, the boss cannot be given a new one for **3** turns.
* **Abilities:** An ability given to the boss *(Entrainment, Skill Swap, etc.)* is swapped back for its own after **4** turns, and the boss's ability then cannot be changed for **3** turns.
* **Setup moves:** The boss may only use a setup move once every **3** turns, counted across every battle.

A chat message lets you know when each of these limits wears off.

{% hint style="info" %}
In a Raid with the **Status Spree** [modifier](/features/battling/raids/modifiers.md), status conditions inflicted on the boss last for the whole battle instead, unless cured.
{% endhint %}

### Support Moves

Certain support moves reach teammates fighting the boss in other battles. Using a move aimed at a chosen teammate opens a menu to pick which teammate it is used on. Moves that reach every teammate also work as normal in your own battle.

<table><thead><tr><th width="160" align="center">Move</th><th width="160" align="center">Target</th><th align="center">Effect</th></tr></thead><tbody><tr><td align="center">Heal Pulse</td><td align="center">Chosen teammate</td><td align="center">Heals <strong>50%</strong> HP</td></tr><tr><td align="center">Floral Healing</td><td align="center">Chosen teammate</td><td align="center">Heals <strong>50%</strong> HP</td></tr><tr><td align="center">Pollen Puff</td><td align="center">Chosen teammate</td><td align="center">Heals <strong>50%</strong> HP<br><sub><em>May still be used to attack the boss</em></sub></td></tr><tr><td align="center">Helping Hand</td><td align="center">Chosen teammate</td><td align="center">Powers up the teammate's next move</td></tr><tr><td align="center">Dragon Cheer</td><td align="center">Chosen teammate</td><td align="center">Raises the teammate's critical hit ratio</td></tr><tr><td align="center">Coaching</td><td align="center">Chosen teammate</td><td align="center"><strong>+1</strong> Attack and Defense</td></tr><tr><td align="center">Aromatic Mist</td><td align="center">Chosen teammate</td><td align="center"><strong>+1</strong> Sp. Def</td></tr><tr><td align="center">Decorate</td><td align="center">Chosen teammate</td><td align="center"><strong>+2</strong> Attack and Sp. Atk</td></tr><tr><td align="center">Heal Bell</td><td align="center">Every teammate</td><td align="center">Cures status conditions</td></tr><tr><td align="center">Aromatherapy</td><td align="center">Every teammate</td><td align="center">Cures status conditions</td></tr><tr><td align="center">Life Dew</td><td align="center">Every teammate</td><td align="center">Heals <strong>25%</strong> HP</td></tr><tr><td align="center">Jungle Healing</td><td align="center">Every teammate</td><td align="center">Heals <strong>25%</strong> HP and cures status conditions</td></tr><tr><td align="center">Lunar Blessing</td><td align="center">Every teammate</td><td align="center">Heals <strong>25%</strong> HP and cures status conditions</td></tr><tr><td align="center">Howl</td><td align="center">Every teammate</td><td align="center"><strong>+1</strong> Attack</td></tr></tbody></table>

### Boss Moves and AI

* Raid Bosses never use healing moves *(Recover, Roost, Slack Off, Rest, etc.)*, or **Explosion**, **Self-Destruct**, **Misty Explosion**, **Memento**, **Healing Wish**, **Lunar Dance**, **Final Gambit**, **Perish Song** or **Destiny Bond**.
* HP the boss restores, such as from draining moves, is split between all players still fighting, since every battle heals the same HP pool.
* Once your Pokémon has raised its stats by a total of **2** stages, the boss answers with **Haze**, **Clear Smog**, **Roar**, **Whirlwind**, **Dragon Tail** or **Circle Throw** if it knows one that would work. Before that point, it does not spend turns on Haze, Roar or Whirlwind.
* Raid Bosses and minions use the same battle AI as [Battle Factory](/features/battling/battle-factory.md) Trainers, which weighs type matchups and predicts your next move. Each mode's **AI Skill** is listed on the [Modes](/features/battling/raids/modes.md#ai-skill) page.

### Boss HP

The Raid Boss's HP pool is a multiple of the boss Pokémon's normal HP. The [Raid Mode](/features/battling/raids/modes.md) sets the multiple for a solo Raid, which is then multiplied by the number of players in the Raid.

<table><thead><tr><th width="120" align="center">Players</th><th width="120" align="center">Boss HP</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">1x</td></tr><tr><td align="center">2</td><td align="center">2x</td></tr><tr><td align="center">3</td><td align="center">3.1x</td></tr><tr><td align="center">4</td><td align="center">4.3x</td></tr><tr><td align="center">5</td><td align="center">5.6x</td></tr></tbody></table>

The pool is also scaled by the boss's base **Speed**, since a fast boss moves first in every battle. Each point of base Speed above **90** lowers the boss's HP by **0.3%**, and each point below **90** raises it by **0.3%**, down to **75%** for the fastest bosses and up to **110%** for the slowest *(e.g. Dragapult has **16%** less HP, and Toxapex **10%** more)*.

{% hint style="info" %}
The **Titan Raid** and **Alpha Boss** [modifiers](/features/battling/raids/modifiers.md) multiply the boss's HP on top of this, as does the tier requirement of a [Wildcard](/features/battling/raids/modes.md#wildcard-mode) Raid. Mini Bosses follow the same rules, using the Mini Boss HP of each [mode](/features/battling/raids/modes.md).
{% endhint %}


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