- How to Battle -
Battling is precisely how the games do it. Even down to the damage each Pokemon does! The only differences is what has already been explained concerning Hunger, Energy and Health. So with that said, let's take a look at the field of play...
Pokemon #1: 304/304, |___-------}.0
- Vs. -
Pokemon #2: 314/314, |_________-}.0
* Values may/will differ depending on the situation
It's all pretty simple mechanics, we have the name of the Pokemon, the two numerical values being Current Health and Maximum Health respectively, and that bar thing is that Pokemon's Energy. The looks of this may differ depending on who moderates you, but the general info remains the same. If you're looking at any of this and thinking 'Huh?', chances are you've overlooked something. So go back and read through stuff again.
You battle by calling an attack to your Pokemon. Your Pokemon can use ANY attack that it has available to it in the D/P/Pl series. (Note that this may change with the next generation of Pokemon....) Otherwise there isn't a whole lot of difference to the game's battle system to this one.
There are a few things I still want to point out however...
- Using an Item or Switching out in combo with an Attack makes the Pokemon doing the attacking to take the fall. (So, if your Pokemon uses an attack, and you use an item on the same turn, that is classed as a 2-move combo, and your Pokemon loses 1 Energy for it!)
- You cannot use an item on a Pokemon who is in the battle. You can however use an item on a Pokemon who was returned from the battle.
- You White Out if all of your Pokemon is Knocked Out, and your opponent decides to attack you directly!
- Experience and Leveling Up -
Whether a wild battle, Pokemon who they defeat gain ExP equal to that Pokemon's level! That amount is multiplied by 1.5 for a Trainer Battle knockout, and multiplied by 2 for a Gym Battle knockout. To Level Up, your Pokemon needs to hit the amount equal to the level your Pokemon is trying to reach. (IE: A Level 7 Pokemon needs 8 ExP to reach Level 8!) Any excess is added on for the next level gain!
When your Pokemon Levels Up, all of its Maximum Health is restored, as is Current Health, Energy goes up by 2, however, Hunger will go down by 1. Classy, no?
So, why level up your Pokemon? The answer is Stat Boosts! When your Pokemon faces a foe, the levels of both Pokemon are compared. For each Level that your Pokemon is above the foe, your Pokemon's stats get a +2% boost on all of their stats except for Health. For each Level that your Pokemon is below the foe, the foe's stats goes up by +2% except for Health. While random NPC's you encounter on the field have Pokemon equal (Or roughly equal) to your highest leveled Pokemon, Gym Leaders and Wild Pokemon remain at a fixed level!
- Fleeing, Surrendering, and Bartering -
Fleeing is only applied to a situation in which you are fighting a Wild Pokemon! Sometimes it may just be better to run from a hostile encounter. It takes 2 Energy from your Pokemon to run, that is just to actually get the option to run going. If you expend that 2 Energy, then your Pokemon is subject to taking an attack from your foe, almost as if it were just a regular turn. Once that is resolved, you flee. However, if you expend an additional 1 Energy to your Pokemon, then that attack is also taken out of the situation, and you run, full stop!
However, if the Pokemon you have out has 'Run Away', then the 2 Energy cost you need to run is removed, leaving just the option of expending 1 Energy to run without the foe attacking.
Surrendering is the NPC alternative to 'running', basically meaning you're ending the fight as it stands! Obviously this means you don't face a White Out penalty, but any penalty that was agreed to prior to the battle still takes place. Regardless of what you may think, surrendering will still count as a loss!
Bartering is Wild Pokemon-specific again, in which you can barter with the Pokemon into giving them something in exchange for not getting into a fight. To do so, you need to barter without commanding an attack from any Pokemon you have. The moment you initiate battle by issuing a command, that's it. No bartering occurs after that. A Pokedoll item ends the bartering in your favor instantly. Failing that, you may need to sacrafice a few other items that the Pokemon can actually use. (Food for example...)
- Clashes -
If you and your opponent uses the same attack on the same target (So both the user and the reciever target each other), you will initiate a Clash! A Clash stops both Pokemon from completing whatever the attack was, and instead must fight it out over who wins the eventual tussle. So for example, if both Pokemon use Razor Leaf. Then both of the Razor Leaf's have no damage resolution, and the attack starts to enter a Clash in which one or the other can win or lose it.
How a Clash turns out depends on a few things:
- The Pokemon's (Special) Attack stats which is applicable to the attack in use. Highest value wins.
- Stat changes to Attack or Defense combined (IE: +2 to Attack, but -1 to Defense grants a overall change of +1). Highest value wins.
- Attack Base change due to STAB or item. Highest value wins.
- Forcing an attack afterwards. (IE: Combo's) Lowest number of moves wins.
- Current Energy after attack use. Highest value wins.
The Pokemon who satisfies the majority of these conditions will be able to finish the Clash in their favor and attack as per normal, while disallowing the foe to do the same! Don't forget, the same is true for your foe. If they satisfy the majority of these conditions, then they get to attack and prevent your Pokemon from doing the same. If, as a result of the Clash, there is no absolute winner (Both Pokemon have no majority win, or there are an equal number of wins.), then the Clash will have no resolution, and both Pokemon will fail to attack!
Also to note that regardless of whether the attack hits or not, both Pokemon will lose the energy that they expend from attacking with it. AND, the losing Pokemon regains stats that were originally lost before this effect.
- Losing -
Losing's not all that bad is it? .... Loser!
Whiting Out prior to being defeated can only occur when you have no Pokemon left with Health still remaining. If that's the case, than you are forced to post at the Center to heal up your 'mon. All of what I've just mentioned do not equal Whiting Out. To reach that status, your foe needs to attack you directly while you have no Pokemon active with you. If that happens, then you lose half your cash!
This rule does not apply if the situation occurs in a Gym fight. Instead what happens is that the gym's doors will be closed off to you until you level up all the Pokemon you used in the fight at least once! Only after that can you challenge the gym again. If you lose 3 times in a row, all the Experience all of your Pokemon accumilated throughout those three battles prior to beating the leader's Pokemon are removed from your Pokemon. If you're really having that much trouble, it only means you're not training as much as you should!
- Battle-Specific things -
A few things to note on the side...
- In any NPC battle, there is a specific Attack formation known only to mods. You'll probably realize what it is when you think about it as you see it! This does not apply to Wild Pokemon.... Because they're wild!
- You will be told if the Pokemon/trainer you encounter is hostile or not. If they're hostile, prepare for a battle!
- You cannot use an item on the Pokemon that's currently in a battle. You can however use an item on a Pokemon that is either not in the battle, or was in the battle, but returned. (Balls are the only item type exempt from this rule)
- Happiness affects the situations! If your Pokemon is not performing attacks prior to your orders, it's either because its Happiness is too low, or you're just a douche! :D
- I know the Combo system that's been put up is harsh. Don't remind me! :P