Water tile: Difference between revisions
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Revision as of 11:48, 31 May 2013
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
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 |
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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 | |
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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
- Current redirects here. For the character, see Current (Decolora Archipelago).
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 |
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Cave tile • Hole • Ice tile • Ledge • Marsh tile • Puddle • Sand tile • Snow tile Spin tile • Soft soil • Tall grass • Trap • Warp tile • Water tile Dungeon tile |
This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |