Appearance
Battles
Battles are turn-based, one Pokémon on each side. The rules follow the mainline games of the Game Boy Advance and DS era, simplified in a few places noted below.
A battle, turn by turn
Your lead goes out first: the first healthy Pokémon in your party. Change the order in Party (Q) with Make lead. Your lead also walks behind you in the overworld.
Each turn you pick one of four commands:
| Command | What happens |
|---|---|
| Fight | Choose one of your Pokémon's moves. |
| Bag | Throw a ball, use a Potion or berry, or toss a berry to a wild Pokémon. |
| Pokémon | Switch to another healthy party member. |
| Run | Leave a wild battle. It always works. You can't run from a trainer. |
If you use an item, throw a ball, or switch, the other side gets a free move that turn.
When your active Pokémon faints, you choose who goes out next. When the last one faints, you lose.
Who moves first
- A move with priority goes first. In the valley that's Quick Attack.
- Otherwise the faster Pokémon (higher Speed, after stat changes) moves first.
- If Speed is tied, it's a coin flip.
How the other side chooses
Wild and trainer Pokémon usually pick the move that would do the most damage to you, counting power, type matchup, same-type bonus and accuracy. About 30% of the time they pick a move at random instead.
Stats
Each Pokémon has six stats: HP, Attack, Defense, Sp. Atk, Sp. Def and Speed. They come only from the species' base stats and the level. There are no hidden values or natures, so two Pokémon of the same species and level always have the same stats.
| Stat | Formula |
|---|---|
| HP | ⌊2 × Base × Level ÷ 100⌋ + Level + 10 |
| Others | ⌊2 × Base × Level ÷ 100⌋ + 5 |
For example, a level 5 Charmander has 18 HP: ⌊2 × 39 × 5 ÷ 100⌋ = 3, plus 5, plus 10.
Stat changes
Status moves raise or lower a stat by one stage, up to +6 or down to −6. They last until that Pokémon leaves the field or the battle ends.
| Stage | −6 | −3 | −2 | −1 | 0 | +1 | +2 | +3 | +6 |
|---|---|---|---|---|---|---|---|---|---|
| Multiplier | ×0.25 | ×0.4 | ×0.5 | ×0.67 | ×1 | ×1.5 | ×2 | ×2.5 | ×4 |
Growl lowers Attack. Tail Whip and Leer lower Defense. String Shot lowers Speed. Harden and Defense Curl raise the user's Defense.
How damage works
Accuracy
A move hits if a random roll falls under its accuracy. Swift, Disarming Voice, Harden and Defense Curl never miss. There are no accuracy or evasion stat changes in the valley.
The damage formula
Physical moves compare the attacker's Attack with the target's Defense. Special moves compare Sp. Atk with Sp. Def.
base = ⌊ ⌊ ⌊2 × Level ÷ 5 + 2⌋ × Power × Attack ÷ Defense ⌋ ÷ 50 ⌋ + 2Then, in order:
- Critical hit: a 1 in 16 chance for ×1.5 damage. A critical hit ignores your own lowered Attack and the target's raised Defense.
- Random spread: ×0.85 to ×1.00.
- Same-type bonus (STAB): ×1.5 if the move's type matches one of the attacker's types. A Fire-type Charmander's Ember gets it; its Scratch doesn't.
- Type effectiveness: ×2, ×0.5 or ×0 for each of the target's types, multiplied together. A move can be ×4 against a Pokémon weak to it twice, or ×0.25 against one that resists it twice.
Each step rounds down. A hit always does at least 1 damage unless the target is immune, and never more than the target's remaining HP.
Drain moves (Absorb and Mega Drain) heal the user by half the damage dealt.
Type matchups
This is the type chart the game uses. Every attacking type not listed in a column does normal (×1) damage.
| Attacking move type | 2× against | ½× against | No effect on |
|---|---|---|---|
| Normal | — | Rock | — |
| Fire | Grass Bug | Fire Water Rock | — |
| Water | Fire Rock Ground | Water Grass | — |
| Grass | Water Rock Ground | Fire Grass Bug Poison | — |
| Electric | Water | Grass Electric | Ground |
| Bug | Grass Psychic Dark | Fire Poison Fairy | — |
| Poison | Grass Fairy | Poison Rock Ground | — |
| Grass Bug | Electric Rock | — | |
| Rock | Fire Bug | Ground | — |
| Ground | Fire Electric Poison Rock | Grass Bug | |
| Fairy | Dark | Fire Poison | — |
| Psychic | Poison | Psychic | Dark |
| Dark | Psychic | Fairy Dark | — |
Dual-type Pokémon
Two types multiply together, which creates some big weaknesses and immunities:
| Defender | 4× weak to | 2× weak to | Resists | Immune to |
|---|---|---|---|---|
| Grass Poison Bulbasaur, Ivysaur, Venusaur, Oddish, Gloom | — | Fire Psychic | Water Grass Electric Fairy | — |
| Fire Charizard | Rock | Water Electric | Fire Grass Bug Fairy | Ground |
| Bug Butterfree | Rock | Fire Electric | Grass Bug | Ground |
| Normal Pidgey, Pidgeotto, Hoothoot, Noctowl | — | Electric Rock | Grass Bug | Ground |
| Bug Poison Venonat, Venomoth | — | Fire Rock Psychic | Grass Bug Poison Fairy | — |
| Rock Ground Geodude, Graveler | Water Grass | Ground | Normal Fire Poison Rock | Electric |
| Water Ground Wooper, Quagsire | Grass | — | Fire Poison Rock | Electric |
Useful matchups in the valley
- Geodude and Graveler take ×4 from Water and Grass moves, and Electric moves don't touch them.
- Wooper and Quagsire take ×4 from Grass, and are immune to Electric.
- Pikachu's Thunder Shock and Thunderbolt do nothing to Ground types.
- Ghost, Steel, Ice, Dragon and Fighting types don't exist in the valley.
Experience and levels
When the other side's Pokémon faints, your Pokémon on the field earns experience:
Exp = ⌊ Base Exp × Level of the fainted Pokémon × Bonus × 2 ÷ 7 ⌋- Bonus is ×1.5 against a trainer's Pokémon and ×1 against a wild one.
- The ×2 is a valley speed-up so evolutions arrive within a short play session.
- To reach a level you need Level³ total experience: 125 for level 5, 1,000 for level 10, 4,096 for level 16.
- The level cap is 50.
When a Pokémon levels up, its HP rises by the amount its maximum grew, it may learn a new move, and it may evolve after the battle.
Catching a Pokémon or running away earns no experience.
If you lose
When every Pokémon in your party has fainted:
- The battle ends and you hurry home.
- Your whole party is fully healed.
- You appear outside your house in Mosslight Hamlet.
- You keep all your money, items and Pokémon. Nothing is taken.
Against a trainer, losing still uses up that trainer's battle for the day. See Trainers.
