
Cobblemon Auto-Battle
Cobblemon Auto Battle turns one of your party Cobblemon into a smart training partner that can fight wild Cobblemon on its own while you keep exploring, building, farming, or traveling.
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- Подписчики
- 8
- Обновлён
- 9 июня 2026 г.
- Лицензия
- MIT
Опубликован 3 апреля 2026 г.
Cobblemon Auto-Battle is a Cobblemon addon that lets your sent-out Cobblemon automatically find wild targets, start real Cobblemon battles, choose moves intelligently, manage PP, and keep training while you explore, build, gather, or travel.
This mod is built as a Cobblemon addon and uses Cobblemon's own battle system rather than replacing it.

What It Does
- Toggle auto-battle directly from the Cobblemon Summary screen
- Configure rules per Cobblemon
- Only one auto-battle leader at a time, to avoid conflicts
- Auto-battle only works while that Cobblemon is actually out of its ball
- Real Cobblemon battles, with the battle screen kept minimized during auto-battle
- Intelligent move choice with PP awareness
- Party rotation support after fainting
- Catch-focused modes for shinies and special Pokemon
- Live range preview in settings
- Manual takeover whenever you want it
Mod Showcase
# Cobblemon Auto-Battle

Smart Battle Logic
Auto Battle is not just an auto-attack toggle. It actively makes battle decisions using Cobblemon data:
- Prefers stronger and more effective moves
- Can favor safer move usage or faster XP based on Training Mode (set in configs)
- Avoids using moves with 0 PP
- Can preserve stronger moves for harder targets
- Stops if the active Cobblemon has no damaging moves with PP left
Catch Rare Cobblemon
Catch Mode can be used to watch for valuable targets while training:
Off: normal auto-battle behaviorShiny Only: Only starts battles with shiniesSpecial Only: reacts to special targets such as legendary, mythical, or Ultra Beast encounters

Catch behavior has two styles:
- Hunt only matching targets
- Battle everything, but pause when a matching target appears with
Pause On Match
When a tracked shiny or special target is found, the mod can:
- Start the battle for you
- Turn auto-battle off
- Hand control back to you
- Alert you that the special target was found
Battle Settings
Each auto-battling Cobblemon has its own settings:
Range(area of engagement)Lvl Cap AboveLvl Cap BelowOwn Level CapStop At HP %Training ModeCatch ModePause On MatchWeakness OnlyPreserve Strong MovesStop On EvolutionEnemy RarityEvolution StageExclude ShiniesRotationparty slotsPresets
Training Modes
Balanced: general-purpose auto-battle behaviorFast XP: prioritizes faster training and quicker engagementSafest: favors more cautious target and move choices
Important Stop Conditions
Auto-battle can be configured to stop automatically when:
- Your Cobblemon reaches its own level cap
- HP falls below the configured threshold
- It becomes ready to evolve
- It runs out of usable damaging moves
- A catch-worthy shiny or special target is found
Stop At HP % can also be disabled by setting it to 0%.
Low HP Handling
When the active Cobblemon hits the HP threshold during battle, the mod will prompt you with a healing decision:
Yes: returns control so you can use a healing itemNo: keeps auto-battle going for that battle until your Cobblemon faints
If the Cobblemon faints, the healing prompt does not appear. Faint handling uses the replacement flow instead. (Selected rotation party)
Replacement and Rotation
When an auto-battling Cobblemon faints:
- You can continue manually
- You can continue auto-battling with the next selected Cobblemon
- You can configure party-slot rotation rules so only chosen slots are allowed to take over
Rotation is configured in the Rotation tab:
- Turn individual party slots on or off
- Use
Choose All - Use
Clear All
If no valid rotation target exists, the normal replacement selection flow is used.
Summary Screen Integration
The Summary screen includes an expandable Auto-Battle menu where you can:
- Turn auto-battle on or off
- Open the full settings screen
The UI is designed to stay out of the way and work as an extension of Cobblemon rather than replacing it.
Range Preview
The Range setting includes a live preview mode:
- Changing the range opens a temporary dome preview
- The preview centers around the player
- You can look around freely to understand the covered area
- The preview stays active while you keep adjusting the value
- It returns to the settings screen automatically after a short delay
Manual Control During Auto-Battle
If you want to take control while a Cobblemon is auto-battling, the mod supports manual intervention through the same keybind used to send out your Cobblemon:
- Choose to continue auto-battle
- Or stop auto-battle and return to manual battle control
This makes it easy to step in for catches, emergencies, or specific decisions without disabling the feature permanently.
Why Use It
Cobblemon Auto Battle is made for players who want training to feel smoother and less repetitive without giving up the real Cobblemon battle system.
It is especially useful for:
- Leveling new team members
- EV and battle grinding
- Exploring while your Cobblemon handles encounters
- Watching for shinies or special targets without fighting every battle manually
- Creating party rotation training setups
Designed for Cobblemon
- Uses Cobblemon battles
- Uses Cobblemon move and PP systems
- Uses Cobblemon Pokemon data
- Respects multiplayer-safe addon structure
- Does not replace Cobblemon's core battle mechanics
| Requirement | Version |
|---|---|
| Minecraft | 1.21.1 |
| Mod Loader | Fabric |
| Fabric Loader | 0.17.2+ |
| Fabric API | 0.116.6+1.21.1 |
| Cobblemon | 1.7.3+1.21.1 |
Ченджлог
0.1.4Релиз1.21.9, 1.21.10, 1.21.11 · 9 июня 2026 г.
# Fixed
Own Level Cap blocked level 100 Cobblemon from auto-battling — the cap stopped auto-battle once a Pokémon's level was at or above the configured value, but the slider only went up to 100. A level 100 Pokémon therefore always hit 100 >= 100 and refused to battle. Setting Own Level Cap to its maximum (100) now disables the cap, allowing level 100 Cobblemon to auto-battle normally.
0.1.3Релиз1.21.9, 1.21.10, 1.21.11 · 1 мая 2026 г.
-Fixed a game breaking bug that would cause "zulu platform x64 architecture not responding"
0.1.2Релиз1.21.9, 1.21.10, 1.21.11 · 27 апреля 2026 г.
Changelog
0.1.2
Added
- Flee Distance control — always-visible numeric field on the General settings page that determines how far the player can walk from their Pokémon before an ongoing auto-battle is automatically forfeited (6–256 blocks)
- Flee Distance: Auto toggle (default ON) — when enabled, the flee distance is automatically kept at
Range + 2blocks; the numeric field reflects the effective value. Turn OFF to set a fixed custom distance independently of the engagement range - 9 new achievements across 3 new categories and 3 extended existing ones:
- Catch Pauses — tracks how many times auto-battle stopped to let the player catch a target: Opportunity Spotted (1), Patient Hunter (10), Trap Setter (25)
- Auto-Heals — tracks how many times a healing item was automatically used mid-session: Field Medic (1), Combat Medic (25), Battle Surgeon (100)
- Rotation — tracks how many times auto-battle continued with a replacement Pokémon after a faint: The Relay (1), Tag Team (10), Endless Chain (25)
- Sessions extended: Fully Automated (100 sessions)
- Endurance extended: Unkillable (250 faints survived)
- Shiny extended: Shiny Obsessed (25 shinies found)
Fixed
- Battle flee distance was not respecting the configured Range — previously, auto-battles were started with Cobblemon's global flee distance (32 blocks by default), meaning a player could walk up to 32 blocks from their Pokémon regardless of the Range setting. The flee distance is now derived from the mod's own settings
- Active-battle distance enforcement — Cobblemon only enforces flee distance at battle start. The mod now actively monitors player-to-Pokémon distance every tick during an ongoing battle and forfeits it if the threshold is exceeded, covering cases where the player walks away after the battle has already started
- Battle freeze after flee forfeit — if
forceChoosefailed silently, the mod would mark the battle as ended while Cobblemon still held the player in-battle, locking out all actions (mining, placing blocks, etc.). The forfeit path now only claims success after the response is confirmed submitted, and retries each tick until it can
Notes
- Existing Pokémon with auto-battle data saved from earlier versions will default to Flee Distance: Auto ON and Flee Distance 32, preserving previous behavior until settings are changed
- Achievement counters for new categories (catch pauses, auto-heals, rotations) start at zero for all players; no retroactive credit
- Built for Minecraft
1.21.1, Fabric, and Cobblemon1.7.3+1.21.1
0.1.1Релиз1.21.9, 1.21.10, 1.21.11 · 9 апреля 2026 г.
UI Overhaul & Bug Fixes
Bug Fixes
Fixed crash when opening the Target List (Blacklist/Whitelist) editor
Fixed search input text being invisible while typing species names
Fixed infinite rebuild loop that destroyed the search field on every keystroke
Target List Screen
Search field now keeps focus and shows typed text correctly while searching
Title no longer overlaps the Mode toggle button — layout shifted down to give proper spacing
Removed duplicate "Search Results" header that was overlapping the search input box
Search results and list entries now update without recreating the text field
Settings Screen
Scrollable content no longer bleeds under the tab header (General / Advanced / Rotation / Targets) when scrolling
Subtitle text ("Level range, stopping conditions…") no longer overlaps scrolled content — it stays fixed above the scroll area
Advanced tab now has a working scroll bar — all settings are reachable even in small windows
Scroll bar position is now accurate relative to the actual content area
Tooltips now only appear after hovering a button with the mouse still for ~700ms, instead of showing immediately
Renamed "Preset" row to "Profile" — cycles through built-in presets and saved named profiles
Added "Manage" button next to the Profile row — opens the Profiles screen directly
Added "Profiles" tab button in the top bar for quick access "On Special Found" simplified to 3 clear states: Ignore / Stop for Shinies / Stop for Specials
0.1.0Релиз1.21.1 · 3 апреля 2026 г.
0.1.0 - Initial Release
Added
- Auto-battle toggle directly in the Cobblemon Summary screen
- Per-Pokemon auto-battle settings
- Nearby wild target scanning with configurable battle range
- Smart target filters, including:
- level cap above
- level cap below
- own level cap
- enemy rarity
- evolution stage
- weakness-only targeting
- exclude shinies
- Intelligent move selection during battle
- PP-aware move usage with safe fallback handling
- Automatic stop when no damaging moves with PP remain
- Low HP threshold handling with optional warning prompt
- Catch Mode support for:
- shiny hunting
- special target hunting
- Pause On Match option for farming normal targets until a shiny or special target appears
- Manual battle takeover when a tracked catch target is found
- Party rotation support after fainting, based on configured party slots
- Replacement-screen continuation toggle for auto-battle
- Manual intervention prompt using the player's Cobblemon send-out keybind
- Built-in presets:
- Custom
- Safe Grind
- Fast XP
- Catch Guard
- Live range preview mode centered on the player
- Scrollable and responsive settings screen
- Wrapped tooltips for settings descriptions
Behavior
- Uses Cobblemon's real battle system instead of replacing battles
- Keeps auto-battles minimized so the player can keep moving around normally
- Prevents riding while a Pokemon has auto-battle enabled
- Only one Pokemon can lead auto-battle at a time
- Auto-battle only runs while the selected Pokemon is actually out of its ball
- Stops safely for faints, invalid states, or missing usable attack moves
- Avoids targets that are already in battle
Notes
- This is the first public release of Cobblemon Auto-Battle
- Built for Minecraft
1.21.1, Fabric, and Cobblemon1.7.3+1.21.1
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