Fantasy Brawls Logo

Fantasy Team Battle Simulator

Build teams below and start the battle.
Turn 0
Battle log appears here.
Pick 3 fighters for Team A.

Team A (You)

0/3 selected

Team B (CPU)

0/3 selected

How To Play

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.

⚔️ Fantasy Brawls: Quick Start Guide

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.
  • Pick Your Move: attacks cost stamina.
  • Manage Resources: use Rest to recover stamina or Switch to rotate brawlers.
  • Check Priority: faster brawlers and high-priority moves go first.
  • Watch The Field: weather and terrain buff specific types.
  • Use Refresh Smartly: stacked statuses get ugly fast.
  • Track Transformation Windows: a lot of form changes are tied to HP and buff caps.

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.

At A Glance

Step What You Do
1Build two teams of three.
2Pick terrain, weather, and difficulty.
3Start the battle.
4Control Team A one turn at a time.
5Win by defeating all three enemy brawlers before your side is wiped.

Core Battle Structure

Part Rule
Team Size3 fighters per side
Active Slot1 active fighter at a time
BenchLiving teammates can be switched in
Win ConditionDefeat all three enemy fighters
Faint HandlingThe 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.

Player And CPU Structure

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:

  • available stamina
  • status options
  • matchup pressure
  • difficulty setting
  • kill potential
  • recovery needs
  • transformation opportunities

Turn System

Phase What Happens
Action SelectThe player picks an action and the CPU picks an action.
Order CheckMove priority resolves first, then speed, then a random tiebreaker.
Main ActionsMove, Power Up, Speed Up, ability action, Rest, Switch, or Necrosteer orb transform.
End Of TurnResidual status damage, recovering heals, weather chip, faint checks, forced switches, and stamina regeneration are applied.

Stamina System

Stamina Piece Meaning
Current StaminaThe resource available this turn.
Max StaminaThe cap for the fighter’s stamina pool.
Stamina RegenHow much stamina returns after turn resolution.
Attack CostThe amount spent to use damaging moves.
Buff CostThe amount spent on Power Up, Speed Up, and ability-type support actions.
RestThe 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.

Moves And Damage

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:

  • name
  • power
  • attribute
  • stamina cost
  • accuracy
  • priority
  • optional status effect
  • optional status chance

Damage calculation uses:

  • attacker attack
  • defender defense
  • move power
  • same-type attack bonus
  • type effectiveness
  • random roll
  • critical chance
  • terrain modifier
  • weather modifier

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.

Type Effectiveness

The simulator includes a built-in type chart. These are the current interactions:

Type Strong Into Weak Into
FireGrassy, IceWater, Earth
WaterFire, EarthGrassy, Electric
GrassyWater, EarthFire, Ice
ElectricWater, AirEarth, Grassy
IceAir, EarthFire, Water
EarthElectric, FireAir, Grassy
AirGrassy, EarthElectric
ShadowLight-
LightShadow-
Neutral--

This type system affects both direct damage and AI move selection.

Terrain Effects

The battle field can be set before the match. Current terrain options are Neutral, Electric, Grassy, Misty, and Rocky.

Terrain Effect
NeutralNo special modifier.
ElectricBoosts electric moves.
GrassyBoosts grassy moves.
MistyBoosts light and water moves.
RockyBoosts earth moves.

Terrain matters most when building around attribute synergy.

Weather Effects

The player can also set weather at the start. Current weather options are Clear, Sun, Rain, Sandstorm, and Hail.

Weather Effect
ClearNo special modifier.
SunBoosts fire and weakens water.
RainBoosts water, slightly boosts electric, and weakens fire.
SandstormDeals residual damage to non-earth types.
HailDeals 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.

Difficulty Settings

The simulator supports Easy, Normal, Hard, and Nightmare. Difficulty affects the CPU team, not the player team.

Difficulty Main Effect
EasyLighter enemy stats and softer decision making.
NormalBaseline simulator experience.
HardStronger enemy stats and more aggression.
NightmareHeavier scaling and more lethal AI choices.

On higher difficulties, the AI:

  • picks stronger moves more consistently
  • pressures with status more effectively
  • uses buffs more intelligently
  • looks for lethal lines more often
  • makes stronger comeback decisions

Buff System

The simulator has two main stackable buffs:

  • Power Up
  • Speed Up

Power Up:

  • increases attack
  • also gives a smaller speed increase
  • capped at 3 stacks

Speed Up:

  • increases speed
  • capped at 3 stacks

These buffs are extremely important because several transformations require maxed buff stacks to activate.

Status System

Statuses are stackable in this simulator. A fighter can hold multiple effects at once. Supported effects include:

  • Burn
  • Poison
  • Freeze
  • Paralysis
  • Zap
  • Corrupt
  • Recovering

What they do:

Burn

  • applies residual HP loss each turn
  • reduces attack output when calculating damage

Poison

  • applies residual HP loss each turn

Freeze

  • can prevent any action
  • not just moves, but also buffs, recovery, and other active actions
  • can thaw over time

Paralysis

  • can prevent any action on a turn

Zap

  • can prevent turns
  • reduces speed when first applied

Corrupt

  • applies a major one-time HP cut
  • weakens attack
  • tracked so its large trigger does not repeat endlessly

Recovering

  • marks a healing state
  • heals on residual resolution
  • then clears itself

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

Switching is allowed during battle. The player can:

  • open the switch panel
  • choose a living bench fighter
  • swap them in

The CPU can also transition through its team automatically when its active fighter is defeated.

Switching matters because:

  • it preserves a valuable unit
  • it resets matchup pressure
  • it lets you pivot into better types
  • it can buy time for a transformed or revived fighter later

Transformations And Evolutions

This simulator supports mid-battle form changes. There are two major categories:

  • evolutions or revivals on defeat
  • transformations when conditions are met
  • orb transformations for Necrosteer

Defeat-triggered form changes

These happen when the fighter is knocked out and qualifies for an evolution-style revival. Current supported examples:

  • Phoenix becomes Phoenix - Ashes Form
  • Judolion becomes Divinistrike
  • Matthew the Shadow Monarch becomes Matthew the Arisen
  • Thresh Drake and Thresh - Dracon can become Thresh the Undead

These revive-style changes:

  • replace the fighter with the target form
  • restore HP based on the rule config
  • update stats, type, image, and ability
  • clear statuses

Transformation conditions

Some brawlers transform while still alive if they meet certain conditions. These conditions typically require:

  • HP above 50 percent
  • attack buffs maxed
  • sometimes speed buffs maxed
  • one-time transformation only

Supported examples include:

  • Abyss -> Abyss - Infinity Mode
  • Mason -> Mason - Jacked Mode
  • Fade -> Fade - Ape Mode
  • King -> King - Hellhound Mode
  • Broozer -> Broozer - Tank Mode
  • Hareshot -> Hareshot - Nuke Mode
  • Grey Wolf -> Grey Wolf - Pack Mode
  • Spotted Hyena -> Spotted Hyena - Clan Mode
  • Necrosteer -> Necrosteer - Full Power
  • Grimmvein -> Necrosteer - Full Power
  • Nero -> Pyre

These transformations update:

  • name
  • stats
  • image
  • attribute
  • ability

They also clear statuses and usually preserve either HP ratio or current HP depending on the specific rule.

Necrosteer Orb Transformations

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:

  • Ocean Orb -> Aquosteer
  • Flame Orb -> Pyrosteer
  • Wind Orb -> Aerosteer
  • Tech Orb -> Mechrosteer
  • Earth Orb -> Gaiosteer
  • Tundra Orb -> Freosteer
  • Holy Orb -> Angeosteer

Orb transforms:

  • are only available from base Necrosteer
  • are one-time use per battle state
  • preserve HP ratio
  • clear statuses
  • change stats, ability, type, and art
  • are blocked once orbUsed is true
  • are also blocked if Necrosteer has reached Full Power

The AI can use these too when it falls behind.

Roster Restrictions

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.

Filtering And Roster Tools

The fighter picker includes:

  • search
  • type tag filters
  • ability tag filters
  • stat minimum sliders
  • transformed-capable toggle
  • sorting

Search:

  • matches fighter name
  • matches attribute text
  • matches ability text

Type tag filters:

  • Fire
  • Water
  • Grassy
  • Electric
  • Ice
  • Earth
  • Air
  • Shadow
  • Light
  • Neutral

Ability tag filters:

  • Corrupt
  • Burn
  • Poison
  • Freeze
  • Zap
  • Recover
  • Refresh

Stat sliders:

  • min power
  • min speed
  • min HP

Transformed-capable only: filters the roster to fighters that can evolve, transform, or orb transform.

Sort options:

  • name
  • speed
  • attack or power
  • HP
  • defense

AI Behavior

The CPU is not random button mashing. It evaluates:

  • available stamina
  • whether it should recover
  • whether it should inflict a status
  • whether it should buff
  • whether a move is likely to hit hard
  • whether a lethal move exists
  • whether Necrosteer should orb transform

On higher difficulties, it becomes more deliberate and punishing.

Intended Play Style

This game rewards:

  • building balanced teams instead of just picking three glass cannons
  • understanding type matchups
  • planning stamina usage
  • preserving bench value through switching
  • recognizing transformation windows
  • applying status pressure at the right time
  • using terrain and weather as force multipliers

It punishes:

  • blowing all stamina early
  • ignoring field effects
  • leaving a bad matchup in too long
  • wasting buff turns on a unit that should switch out
  • forgetting that revive and transform mechanics can flip the fight late

Good Example Teams And Concepts

A strong all-around test team:

  • Judolion
  • Phoenix
  • Necrosteer

Why it works:

  • Judolion gives speed and pressure
  • Phoenix gives revival threat
  • Necrosteer gives either Full Power scaling or orb flexibility

Good defensive core ideas:

  • Bromate + Phoenix
  • Broozer + Necrosteer
  • Judolion + Phoenix

Why cores matter:

  • one unit can absorb pressure
  • one unit can stall or stabilize
  • one unit can close after buffs or revival

What Makes This Simulator Distinct

This is not just a “who wins” calculator. It is closer to a lightweight tactical battle sandbox where you:

  • build a mini team
  • manage action economy
  • manage stamina
  • react to statuses
  • pivot through switches
  • exploit terrain and weather
  • push into transformation windows
  • play around the opponent AI


Now Playing: Fantasy Brawls Theme