Pokemon Game Mechanics

Pokemon game mechanics are the underlying systems that govern how Pokemon games function. These include battle mechanics, stat systems, breeding, and various features that have evolved across generations.

Overview

Pokemon games are built on several interconnected systems:

SystemPurpose
Battle SystemTurn-based combat
Stat SystemPokemon attributes
Type SystemStrengths/weaknesses
EvolutionPokemon growth
BreedingCreating new Pokemon
CatchingAcquiring Pokemon

Core Statistics

Base Stats

Every Pokemon species has six base stats that determine its capabilities:

StatAbbreviationEffect
HPHPHit Points; determines damage tolerance
AttackAtkPhysical move damage
DefenseDefPhysical damage reduction
Special AttackSpASpecial move damage
Special DefenseSpDSpecial damage reduction
SpeedSpeTurn order; some move effects

Stat Calculation

Final stats are calculated using:

Stat = ((2 × Base + IV + EV/4) × Level/100 + 5) × Nature

For HP:

HP = (2 × Base + IV + EV/4) × Level/100 + Level + 10

Individual Values (IVs)

AspectDetails
Range0-31 per stat
DeterminationRandom at encounter/hatching
Max IVs"Perfect" Pokemon have 31 in all stats
InheritanceBreeding passes some IVs
Hyper TrainingCan maximize IVs at max level

Effort Values (EVs)

AspectDetails
Range0-252 per stat
Total Cap510 total EVs
GainDefeating Pokemon, vitamins, training
Effect+1 stat per 4 EVs at level 100
OptimizationTypically 252/252/4 distribution

EV-Boosting Items

ItemEffect
Power Weight+8 HP EVs per battle
Power Bracer+8 Attack EVs per battle
Power Belt+8 Defense EVs per battle
Power Lens+8 Sp. Attack EVs per battle
Power Band+8 Sp. Defense EVs per battle
Power Anklet+8 Speed EVs per battle
Macho BraceDoubles EV gain

Natures

Natures affect stat growth:

Nature+10% Stat-10% Stat
AdamantAttackSp. Attack
ModestSp. AttackAttack
JollySpeedSp. Attack
TimidSpeedAttack
BoldDefenseAttack
ImpishDefenseSp. Attack
CalmSp. DefenseAttack
CarefulSp. DefenseSp. Attack
BraveAttackSpeed
QuietSp. AttackSpeed

Neutral natures (no change): Hardy, Docile, Serious, Bashful, Quirky

Battle System

Turn Structure

  1. Speed Check - Faster Pokemon acts first
  2. Priority Check - Priority moves go before regular moves
  3. Move Selection - Trainer chooses action
  4. Move Execution - Damage calculation and effects
  5. End of Turn - Weather, status damage, item effects

Damage Calculation

Damage = ((2 × Level/5 + 2) × Power × A/D) / 50 + 2) × Modifiers

Where:

  • Level = Attacker's level
  • Power = Move's base power
  • A = Attacker's Attack or Sp. Attack
  • D = Defender's Defense or Sp. Defense

Damage Modifiers

ModifierEffect
STAB1.5x for same-type moves
Type Effectiveness0.5x, 1x, 2x, or 4x
Critical Hit1.5x damage
Weather1.5x or 0.5x for certain types
Random0.85-1.00 multiplier
Burn0.5x physical damage

Priority Brackets

PriorityExamples
+5Helping Hand
+4Protect, Detect
+3Fake Out, Quick Guard
+2Extreme Speed, Follow Me
+1Quick Attack, Mach Punch, Aqua Jet
0Most moves
-1Vital Throw
-3Focus Punch
-5Counter, Mirror Coat
-6Roar, Whirlwind, Circle Throw
-7Trick Room

Status Conditions

Non-Volatile (persist after battle)

StatusEffect
Burn1/16 HP damage, halves Attack
Paralysis25% chance to skip turn, halves Speed
Poison1/8 HP damage per turn
Badly PoisonedIncreasing damage (1/16, 2/16, etc.)
SleepCannot act for 1-3 turns
FreezeCannot act until thawed

Volatile (cleared when switching)

StatusEffect
Confusion33% chance to hurt self
Infatuation50% chance to skip turn
FlinchSkip turn (same turn only)
Leech SeedDrains HP each turn
Curse (Ghost)1/4 HP damage per turn

Evolution

Evolution Methods

MethodExamples
Level UpMost Pokemon (Bulbasaur → Ivysaur at Lv. 16)
StonePikachu → Raichu (Thunder Stone)
TradeHaunter → Gengar
Trade with ItemPoliwhirl → Politoed (King's Rock)
FriendshipEevee → Espeon/Umbreon
LocationMagneton → Magnezone (magnetic areas)
Time of DayEevee → Espeon (day) / Umbreon (night)
Know MoveSteenee → Tsareena (knowing Stomp)
GenderCombee → Vespiquen (female only)

Evolution Stones

StoneEvolutions
Fire StoneVulpix, Growlithe, Eevee
Water StonePoliwhirl, Shellder, Eevee
Thunder StonePikachu, Eevee
Leaf StoneGloom, Weepinbell, Exeggcute
Moon StoneNidorina, Nidorino, Clefairy
Sun StoneGloom, Sunkern
Shiny StoneTogetic, Roselia
Dusk StoneMurkrow, Misdreavus
Dawn StoneKirlia (male), Snorunt (female)
Ice StoneAlolan Vulpix, Galarian Darumaka

Breeding

Basics

AspectDetails
LocationPokemon Day Care/Nursery
RequirementsMale + Female (same Egg Group) or Ditto
ResultEgg containing lowest evolution form
SpeciesDetermined by mother (or non-Ditto parent)

Egg Groups

GroupExamples
MonsterBulbasaur, Charmander, Tyranitar
DragonDragonite, Salamence, Garchomp
FieldEevee, Arcanine, Lucario
Human-LikeMachamp, Alakazam, Lucario
Water 1Squirtle, Lapras, Dragonite
FairyPikachu, Clefairy, Togepi
AmorphousGastly, Ditto, Rotom
UndiscoveredLegendaries, baby Pokemon

Inheritance

TraitRules
SpeciesMother's species (or non-Ditto)
IVs3 random IVs from parents (5 with Destiny Knot)
NatureRandom (or mother's with Everstone)
Ability80% chance mother's ability (or HA if mother has HA)
Egg MovesFather's compatible moves
PokeballMother's ball (or father's if breeding with Ditto)

Breeding Items

ItemEffect
Destiny KnotPasses 5 IVs instead of 3
EverstonePasses holder's nature
Power ItemsGuarantees passing specific IV

Catching Pokemon

Catch Rate Formula

FactorEffect
HPLower HP = higher catch rate
StatusSleep/Freeze = 2.5x, Others = 1.5x
BallDifferent balls have different modifiers
Catch RateSpecies-specific (3-255)

Poke Ball Types

BallEffect
Poke Ball1x catch rate
Great Ball1.5x catch rate
Ultra Ball2x catch rate
Master Ball100% catch rate
Quick Ball5x on first turn
Dusk Ball3.5x in caves/at night
Timer BallUp to 4x based on turns
Net Ball3.5x for Water/Bug types
Repeat Ball3.5x for previously caught species

Special Mechanics

Weather

WeatherEffects
Harsh SunlightFire +50%, Water -50%, Solar Beam instant
RainWater +50%, Fire -50%, Thunder 100% accurate
SandstormRock +50% Sp. Def, non-immune take 1/16 HP
Hail/SnowBlizzard 100% accurate, non-Ice take 1/16 HP

Terrain

TerrainEffects
ElectricElectric +30%, prevents Sleep
GrassyGrass +30%, 1/16 HP recovery
PsychicPsychic +30%, no priority moves
MistyDragon -50%, prevents status

Abilities

CategoryExamples
WeatherDrought, Drizzle, Sand Stream
Stat BoostIntimidate, Speed Boost
ImmunityLevitate, Flash Fire, Volt Absorb
ContactRough Skin, Static, Flame Body
PriorityPrankster, Gale Wings

Held Items

CategoryExamples
PowerChoice Band, Life Orb, Choice Specs
ProtectionFocus Sash, Leftovers, Assault Vest
SpeedChoice Scarf, Quick Claw
Type BoostCharcoal, Mystic Water, Magnet
EvolutionEviolite (for NFE Pokemon)

Generation-Specific Mechanics

Mega Evolution (Gen VI-VII)

AspectDetails
RequirementMega Stone + Key Stone
EffectTemporary form change, +100 BST
LimitationOnce per battle

Z-Moves (Gen VII)

AspectDetails
RequirementZ-Crystal
EffectPowerful one-time move
LimitationOnce per battle

Dynamax/Gigantamax (Gen VIII)

AspectDetails
RequirementPower Spots (Galar only)
EffectHP doubles, moves become Max Moves
Duration3 turns

Terastallization (Gen IX)

AspectDetails
RequirementTera Orb
EffectChanges Pokemon's type
DurationRest of battle
BenefitSTAB on Tera type

See Also

References

  1. ^Pokemon Game SeriesGame Freak / Nintendo (1996-2024)
  2. ^Game MechanicsBulbapedia (2024)
  3. ^Mechanics GuideSerebii.net (2024)
  4. ^Competitive MechanicsSmogon University (2024)