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Revision as of 08:15, 28 November 2025
Battling is the only way for Pokémon to gain experiences and level up. Most Pokémon require specific levels in order to evolve into their next form. They may also gain happiness point each battle and gain hearts, which is a mark that they have gone through many battles with a trainer and have formed deep connections.
Overview
Players may engage in battles through the header navigation, Explore and Battle menu. Trainers can have a maximum of 6 Pokémon per team. Before a battle, they may choose which Pokémon will fight if there are at least 2 Pokémon on the team. Battles have a 10-second cooldown limit.
Wild Battles
Players may select a move out of four to deal damage to the opponent or use battle items, such as medicines and Poké balls. They can decide whether to defeat the Pokémon or capture. (Catching does not give experience)
Trainer Battles
Unlike wild battles, players do not have the option to use Poké balls in the battle items since the opposing Pokémon are already owned by another trainer.
Factors That Affect Battles
See Variants.
Certain Pokémon have different variants that can give stat bonuses and special effects. Type effectiveness may also affect how much damage a Pokémon receives. Typically, lowering a move's damage to half, or a quarter if it's a dual-type Pokémon and is completely negated if they are immune to the type.
Level & Experience
See Experience Rounding.
A Pokémon will raise a level for each 500 experience points it accumulates. Each level raises their health by 4 (5 for Shiny Variants). For players, the maximum level their Pokémon can obtain is 100. Players may encounter level 120 & 150 Pokémon in sidequests and will have increased stats. After reaching level 100, most players even out their Pokémon's experience by battling specific gym leaders or wild Pokémon. (It is only a player preference and does not affect anything in battle)
Training Accounts
In Battle → Battle Any Member section in-game, players may battle against community-made accounts to quickly level up. Keep in mind that these accounts favor single-type Pokémon, as an inconvenient dual-type may hinder more than help.
Damage Calculation
The damage of a move is determined using the following method:
Level * Power * STAB * Dark * Metallic * Effectiveness / 60
Where:
- Level — user's current level
- Power — the base power of the move
- STAB or Same-Type Attack Bonus — is if the user has the same type as the move
- increased by 50% or 1.5
- Dark — is if the user is a Dark Variant
- increased by 25% or 1.25
- Metallic — is if the opponent is a Metallic Variant
- decreased by 25% or .75
- Effectiveness — refers to the potency of an attack when fighting against specific types.
- increased for 50% or 1.5 when stronger against two types (Shown as Ultra Effective)
- increased for 25% or 1.25 when stronger against one type (Shown as Super Effective)
- decreased for 25% or 0.75 when weak against one type (Shown as Not Very Effective)
- decreased for 50% or 0.50when weak against two types (Shown as Not Very Effective)
- damage is negated when fighting against an immune type (Shown as No Effect)