The team battle simulator is a browser-based 3v3 turned based game built using characters from the Fantasy Brawls universe. You, the player, builds Team A from the fighter roster, the CPU gets Team B, and the battle plays out as a turn-based, stamina-driven match where the goal is to eliminate all three opposing brawlers. It is not a simple damage calculator. It includes team building, switching, weather and terrain modifiers, status effects, buffs, transformations, revives, and AI decision making.
If you want to test a straight duel, the one on one battle simulator is still the cleanest place to compare two brawlers. If you want to experiment with wild creature concepts before building a team around them, the monster fusion generator is a good companion tool. This page is the deeper sandbox. It is built for longer fights, lineup testing, and mid-battle mechanics.
The Goal: Eliminate all 3 enemy brawlers in turn-based combat.
| System | What To Know Fast |
|---|---|
| 🕹️ Controls & Turn Flow | Pick your move, manage stamina, watch priority, and use switching when the matchup turns bad. |
| 🧪 Status & Buffs | Burn and Poison chip over time. Freeze, Paralysis, and Zap can steal turns. Power Up and Speed Up stack to 3. |
| 🔄 Evolution & Transformation | Some brawlers revive on defeat, others transform at high HP plus max buffs, and Necrosteer can use one-time orb forms. |
The simulator uses real fighter records and movepools pulled from the site’s game data. Fighters are cloned into a battle state at the start of the match, where their combat stats are normalized for simulator play. Their moves, types, abilities, stamina values, and status capabilities still reflect real game data, but the simulator wraps them in a cleaner 3v3 battle format.
| Step | What You Do |
|---|---|
| 1 | Build two teams of three. |
| 2 | Pick terrain, weather, and difficulty. |
| 3 | Start the battle. |
| 4 | Control Team A one turn at a time. |
| 5 | Win by defeating all three enemy brawlers before your side is wiped. |
| Part | Rule |
|---|---|
| Team Size | 3 fighters per side |
| Active Slot | 1 active fighter at a time |
| Bench | Living teammates can be switched in |
| Win Condition | Defeat all three enemy fighters |
| Faint Handling | The next living teammate is sent out automatically |
A battle ends only when all three fighters on one side are defeated. If the active fighter faints and there is another living teammate, the simulator automatically sends the next available fighter in.
Team A is the player team. Team B is controlled by the AI.
The player chooses actions manually from buttons. The CPU chooses actions based on:
| Phase | What Happens |
|---|---|
| Action Select | The player picks an action and the CPU picks an action. |
| Order Check | Move priority resolves first, then speed, then a random tiebreaker. |
| Main Actions | Move, Power Up, Speed Up, ability action, Rest, Switch, or Necrosteer orb transform. |
| End Of Turn | Residual status damage, recovering heals, weather chip, faint checks, forced switches, and stamina regeneration are applied. |
| Stamina Piece | Meaning |
|---|---|
| Current Stamina | The resource available this turn. |
| Max Stamina | The cap for the fighter’s stamina pool. |
| Stamina Regen | How much stamina returns after turn resolution. |
| Attack Cost | The amount spent to use damaging moves. |
| Buff Cost | The amount spent on Power Up, Speed Up, and ability-type support actions. |
| Rest | The main way to recover when the tank runs dry. |
Most attacks cost stamina. Ability actions cost stamina. Power Up costs stamina. Speed Up effectively behaves like a buff action. If stamina runs too low, action options become restricted.
Rest restores stamina. It is the fallback action when a brawler cannot do much else or when the AI wants to recover tempo. This means the game is partly about resource management. A strong brawler can still lose if it burns stamina too fast and gets stuck resting at the wrong moment.
Each fighter uses real moves from the movepool map when available. If a fighter has no mapped movepool, the simulator gives fallback attacks.
Moves have properties like:
Damage calculation uses:
Same-type bonus: if a move’s type matches the attacker’s type, it gets a damage bonus.
Criticals: critical hits can occur and increase damage.
The simulator includes a built-in type chart. These are the current interactions:
| Type | Strong Into | Weak Into |
|---|---|---|
| Fire | Grassy, Ice | Water, Earth |
| Water | Fire, Earth | Grassy, Electric |
| Grassy | Water, Earth | Fire, Ice |
| Electric | Water, Air | Earth, Grassy |
| Ice | Air, Earth | Fire, Water |
| Earth | Electric, Fire | Air, Grassy |
| Air | Grassy, Earth | Electric |
| Shadow | Light | - |
| Light | Shadow | - |
| Neutral | - | - |
This type system affects both direct damage and AI move selection.
The battle field can be set before the match. Current terrain options are Neutral, Electric, Grassy, Misty, and Rocky.
| Terrain | Effect |
|---|---|
| Neutral | No special modifier. |
| Electric | Boosts electric moves. |
| Grassy | Boosts grassy moves. |
| Misty | Boosts light and water moves. |
| Rocky | Boosts earth moves. |
Terrain matters most when building around attribute synergy.
The player can also set weather at the start. Current weather options are Clear, Sun, Rain, Sandstorm, and Hail.
| Weather | Effect |
|---|---|
| Clear | No special modifier. |
| Sun | Boosts fire and weakens water. |
| Rain | Boosts water, slightly boosts electric, and weakens fire. |
| Sandstorm | Deals residual damage to non-earth types. |
| Hail | Deals residual damage to non-ice types. |
Weather adds another layer of strategy because it can amplify a team’s offense while also creating passive pressure.
The simulator supports Easy, Normal, Hard, and Nightmare. Difficulty affects the CPU team, not the player team.
| Difficulty | Main Effect |
|---|---|
| Easy | Lighter enemy stats and softer decision making. |
| Normal | Baseline simulator experience. |
| Hard | Stronger enemy stats and more aggression. |
| Nightmare | Heavier scaling and more lethal AI choices. |
On higher difficulties, the AI:
The simulator has two main stackable buffs:
Power Up:
Speed Up:
These buffs are extremely important because several transformations require maxed buff stacks to activate.
Statuses are stackable in this simulator. A fighter can hold multiple effects at once. Supported effects include:
What they do:
Burn
Poison
Freeze
Paralysis
Zap
Corrupt
Recovering
Refresh removes stacked negative effects and also clears speed-slow flag behavior tied to zap or slow states.
A key detail is that freeze, paralysis, and zap now block active actions broadly. If a brawler is frozen, it cannot just ignore that and use Power Up or Recover anyway.
Switching is allowed during battle. The player can:
The CPU can also transition through its team automatically when its active fighter is defeated.
Switching matters because:
This simulator supports mid-battle form changes. There are two major categories:
Defeat-triggered form changes
These happen when the fighter is knocked out and qualifies for an evolution-style revival. Current supported examples:
These revive-style changes:
Transformation conditions
Some brawlers transform while still alive if they meet certain conditions. These conditions typically require:
Supported examples include:
These transformations update:
They also clear statuses and usually preserve either HP ratio or current HP depending on the specific rule.
Necrosteer also has special orb transformations. If the active fighter is base Necrosteer, and orb usage has not already happened, it can use one of these one-time orb actions:
Orb transforms:
orbUsed is trueThe AI can use these too when it falls behind.
The roster does not expose every form in the database. Forms that are considered transformed, revived, restricted, or otherwise not meant for direct team selection are hidden from the selection grid. This keeps the team builder focused on legal starting forms.
The fighter picker includes:
Search:
Type tag filters:
Ability tag filters:
Stat sliders:
Transformed-capable only: filters the roster to fighters that can evolve, transform, or orb transform.
Sort options:
The CPU is not random button mashing. It evaluates:
On higher difficulties, it becomes more deliberate and punishing.
This game rewards:
It punishes:
A strong all-around test team:
Why it works:
Good defensive core ideas:
Why cores matter:
This is not just a “who wins” calculator. It is closer to a lightweight tactical battle sandbox where you: