Water tile: Difference between revisions

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m (→‎Differences between games: I don't know if the tiles look different in Black 2 and White 2 than in Black and White, but I figured I'd add them to the header just to make sure we had them.)
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==Differences between games==
==Differences between games==
{{incomplete|section|Images of water tiles from BW and B2W2 are needed}}
{{incomplete|section|Images of water tiles from BW and B2W2 are needed}}
{| align="left" class="roundy" style="background: #{{locationcolor/dark|water}}; border: 1px solid #{{locationcolor/dark|water}};"
{| class="roundy" style="text-align:center; background: #{{locationcolor/dark|water}}; border: 1px solid #{{locationcolor/dark|water}};"
|
|
{| align="left" class="roundy" style="background: #{{locationcolor/med|water}}; border: #{{locationcolor/med|water}};"
{| class="roundy" style="background: #{{locationcolor/med|water}}; border: #{{locationcolor/med|water}};"
|- align="center"
|-
|
|
{| align="right" class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
{| class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
|- align="center"
|-
|  class="roundy" style="background: #eee;" |{{gameabbrev3|RB}}
|  class="roundy" style="background: #eee;" |{{gameabbrev3|RB}}
|- align="center"
|-
| class="roundy" style="background: #eee;" | [[File:RB Water Tile.png]]
| class="roundy" style="background: #eee;" | [[File:RB Water Tile.png]]
|}
|}
|
|
{| align="right" class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
{| class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
|- align="center"
|-
|  class="roundy" style="background: #eee;" |{{gameabbrev3|Y}}
|  class="roundy" style="background: #eee;" |{{gameabbrev3|Y}}
|- align="center"
|-
| class="roundy" style="background: #eee;" | [[File:Y Water Tile.png]]
| class="roundy" style="background: #eee;" | [[File:Y Water Tile.png]]
|}
|}
|
|
{| align="left" class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};"
{| class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};"
|- align="center"
|-
| class="roundy" style="background: #eee;" |{{gameabbrev3|GSC}}
| class="roundy" style="background: #eee;" |{{gameabbrev3|GSC}}
|- align="center"
|-
| class="roundy" style="background: #eee;" | [[File:GSC Water Tile.png]]
| class="roundy" style="background: #eee;" | [[File:GSC Water Tile.png]]
|- align="center"
|-
|}
|}
|
|
{| align="left" class="roundy" style="background: #{{hoenn color light}}; border: 1px solid #{{hoenn color}};"
{| class="roundy" style="background: #{{hoenn color light}}; border: 1px solid #{{hoenn color}};"
|- align="center"
|-
| class="roundy" colspan="6" text-align="center" style="background: #eee;" |{{gameabbrev3|RSE}}
| class="roundy" colspan="6" style="background: #eee;" |{{gameabbrev3|RSE}}
|- align="center"
|-
| class="roundy" style="background: #eee;" | [[File:RSE Water Ocean Tile.png]]
| class="roundy" style="background: #eee;" | [[File:RSE Water Ocean Tile.png]]
| class="roundy" style="background: #eee;" | [[File:RSE Water Deep Tile.png‎]]
| class="roundy" style="background: #eee;" | [[File:RSE Water Deep Tile.png‎]]
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|}
|}
|
|
{| align="left" class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
{| class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
|- align="center"
|-
| class="roundy" colspan="3" text-align="center" style="background: #eee;" |{{gameabbrev3|FRLG}}
| class="roundy" colspan="3" style="background: #eee;" |{{gameabbrev3|FRLG}}
|- align="center"
|-
| class="roundy" style="background: #eee;" |[[File:FRLG Water Tile.png]]
| class="roundy" style="background: #eee;" |[[File:FRLG Water Tile.png]]
| class="roundy" style="background: #eee;" |[[File:FRLG Water Pond Tile.png]]
| class="roundy" style="background: #eee;" |[[File:FRLG Water Pond Tile.png]]
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|}
|}
|
|
{| align="left" class="roundy" style="background: #{{sinnoh color light}}; border: 1px solid #{{sinnoh color}};"
{| class="roundy" style="background: #{{sinnoh color light}}; border: 1px solid #{{sinnoh color}};"
|- align="center"
|-
| class="roundy" colspan="2" style="background: #eee;" |{{gameabbrev3|DP}}
| class="roundy" colspan="2" style="background: #eee;" |{{gameabbrev3|DP}}
|- align="center"
|-
| class="roundy" style="background: #eee;" |[[File:DPPt Water Tile.png]]
| class="roundy" style="background: #eee;" |[[File:DPPt Water Tile.png]]
| class="roundy" style="background: #eee;" |[[File:DPPt Water Ocean Tile.png]]
| class="roundy" style="background: #eee;" |[[File:DPPt Water Ocean Tile.png]]
|}
|}
|
|
{| align="left" class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};"
{| class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};"
|- align="center"
|-
| class="roundy" colspan="3" text-align="center" style="background: #eee;" |{{gameabbrev3|HGSS}}
| class="roundy" colspan="3" style="background: #eee;" |{{gameabbrev3|HGSS}}
|- align="center"
|-
| class="roundy" style="background: #eee;" | [[File:HGSS Water Lake Tile.png]]
| class="roundy" style="background: #eee;" | [[File:HGSS Water Lake Tile.png]]
| class="roundy" style="background: #eee;" | [[File:HGSS Water Ocean Tile.png]]
| class="roundy" style="background: #eee;" | [[File:HGSS Water Ocean Tile.png]]
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|}
|}
|
|
{| align="left" class="roundy" style="background: #{{unova color light}}; border: 1px solid #{{unova color}};"
{| class="roundy" style="background: #{{unova color light}}; border: 1px solid #{{unova color}};"
|- align="center"
|-
| class="roundy" style="background: #eee;" | {{gameabbrev3|BWB2W2}}
| class="roundy" style="background: #eee;" | {{gameabbrev3|BWB2W2}}
|- align="center"
|-
| class="roundy" style="background: #eee;" | <!--[[File:BW Water Tile.png]]-->
| class="roundy" style="background: #eee;" | <!--[[File:BW Water Tile.png]]-->
|}
|}
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Let ''x'' equal the a value which determines how rare the Pokémon is. The higher the encounter rate, the more common the Pokémon is.
Let ''x'' equal the a value which determines how rare the Pokémon is. The higher the encounter rate, the more common the Pokémon is.


{| class="roundy" style="background: #{{locationcolor/med|water}}; border:3px solid #{{locationcolor/light|water}};"  
{| class="roundy" style="text-align:center; background: #{{locationcolor/med|water}}; border:3px solid #{{locationcolor/light|water}};"  
|-  
|-  
! colspan="2" align="center" style="{{roundytop|5px}} background: #{{locationcolor/med|water}}"|Encounter-rate table
! colspan="2" style="{{roundytop|5px}} background: #{{locationcolor/med|water}}"|Encounter-rate table
|- style="background: #{{locationcolor/med|water}};"
|- style="background: #{{locationcolor/med|water}};"
! Encounter Type
! Encounter type
! Encounter Rate
! Encounter rate
|- style="background: #fff;" align="center"
|- style="background: #fff;"
| Very Common
| Very common
| 10
| 10
|- style="background: #{{locationcolor/light|water}};" align="center"
|- style="background: #{{locationcolor/light|water}};"
| Common
| Common
| 8.5
| 8.5
|- style="background: #fff;" align="center"
|- style="background: #fff;"
| Semi-Rare
| Semi-rare
| 6.75
| 6.75
|- style="background: #{{locationcolor/light|water}};" align="center"
|- style="background: #{{locationcolor/light|water}};"
| Rare  
| Rare  
| 3.33
| 3.33
|- align="center"
|-
| style="background: #fff; {{roundybl|5px}}"|Very Rare
| style="background: #fff; {{roundybl|5px}}"|Very rare
| style="background: #fff; {{roundybr|5px}}"|1.25
| style="background: #fff; {{roundybr|5px}}"|1.25
|}
|}

Revision as of 11:27, 12 April 2013

Hilda surfing on a river in Route 6

The water tile is a mechanic in the Pokémon main series and the habitat for many species of wild Pokémon. By either Surfing or fishing, the player may encounter many different wild Pokémon. In Generation III and Generation V, the player may also use Dive to go underwater in deep water.

Water comes in various different settings in the Pokémon world from oceans, to ponds, and have various Trainer classes that correspond with that body of water.

Differences between games

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Images of water tiles from BW and B2W2 are needed
RB Water Tile.png
Y Water Tile.png
GSC Water Tile.png
RSE
RSE Water Ocean Tile.png RSE Water Deep Tile.png RSE Water Current Tile.png RSE Water Pond Tile.png RSE Water Lake Tile.png RSE Water River Tile.png
FRLG
FRLG Water Tile.png FRLG Water Pond Tile.png FRLG Water Current Tile.png
DPPt Water Tile.png DPPt Water Ocean Tile.png
HGSS Water Lake Tile.png HGSS Water Ocean Tile.png HGSS Water Pond Tile.png


Technical mechanics

Determining the rate of encounter when Surfing

The rate of Pokémon encounter is determined from a simple mathematical formula:

1 in (187.5 / ( x )) per step

Let x equal the a value which determines how rare the Pokémon is. The higher the encounter rate, the more common the Pokémon is.

Encounter-rate table
Encounter type Encounter rate
Very common 10
Common 8.5
Semi-rare 6.75
Rare 3.33
Very rare 1.25

Types of water tiles

Water tiles are found in various locations in the Pokémon world forming oceans, lakes, rivers, or small ponds. Different types of water house different kinds of Pokémon suggesting certain Pokémon prefer salt water over fresh water and vice versa.

Oceans

Oceans are normally used as obstacles within the games to keep the player from progressing until obtaining the move Surf. They are commonly inhabited by Swimmers, Sailors, and certain types of Pokémon.

Rivers and ponds

Rivers and ponds are found on many different routes, and are usually accompanied by Fishermen and fresh water Pokémon. Ponds have also been found in some residential areas.

Currents

Currents are tiles that force the player to move in a single direction and are often used to create a puzzle the player must solve. They only appear in Generation III and Generation V. They are similar to spinner tiles, but are on water. Routes 132, 133, 134 are almost completely created from these ocean currents to stop the player from traveling to Pacifidlog Town too early in the game. Currents are also found in the Seafoam Islands to create a puzzle the player must solve in order to reach the legendary Pokémon residing in the cave. In Unova, currents are also found in Route 17, which lead up to Route 18.

Deep water

Deep water only exists in Generations III and V. Deep water is the only location where Dive can be used in the overworld. Diving into this water takes the player underwater.

Shallow water

Shallow water is not like most other variations of water, in that it cannot be surfed on or fished in. It behaves like a regular ground tile. This tile is common around shoals and in Shoal Cave.

Puddles

Main article: Puddle

Puddles are tiles which appear on land and can be walked on; they cannot be Surfed on. Until Generation V, no wild Pokémon could be found in puddles.

In battle

In Generation III, sea water gives Secret Power a 30% chance of lowering its target's Attack and gives it the appearance of Surf; it causes Nature Power to become Surf. Pond water gives Secret Power a 30% chance of lowering its target's Speed and gives it the appearance of BubbleBeam; it causes Nature Power to become BubbleBeam.

In Generation IV and V, water gives Secret Power a 30% chance of lowering its target's Attack and gives it the appearance of Water Pulse; it causes Nature Power to become Hydro Pump.

Camouflage makes the user Water-type when used on or under water.


Special tiles in the Pokémon games
Cave tileHoleIce tileLedgeMarsh tilePuddleSand tileSnow tile
Spin tileSoft soilTall grassTrapWarp tileWater tile
Dungeon tile


Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.