Water tile: Difference between revisions

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[[File:Surf Generation IV.png|thumb|right|240px|{{ga|Ethan}} surfing in the ocean on {{rt|40|Johto}}]]
{{move|Water}}
The '''water tile''' is a mechanic in the Pokémon [[main series]] and the habitat for many species of [[wild Pokémon]]. By either {{m|Surf}}ing or [[fishing]], the player may encounter many different wild Pokémon. In [[Generation III]], the player may also use {{m|Dive}} to go [[underwater]] in deep water.
[[File:Surf V OW.png|thumb|right|256px|{{ga|Hilda}} surfing on a river in {{rt|6|Unova}}]]
The '''water tile''' is a mechanic in the Pokémon [[core series]] and the habitat for many species of [[wild Pokémon]]. By crossing the water or [[fishing]], the player may encounter many different wild Pokémon. In [[Generation]]s {{gen|I}} to {{gen|VI}} and in [[Pokémon Brilliant Diamond and Shining Pearl]], water could be crossed with the [[field move]] {{m|Surf}}. In Generations {{gen|VII}} to {{gen|IX}}, [[Poké Ride]],{{sup/7|SMUSUM}} the [[Secret Technique]] Sea Skim,{{sup/7|PE}} summoning the {{hi|Ride Pokémon}} {{p|Basculegion}},{{sup/8|LA}} or upgrading the abilities of [[Rotom Bike]],{{sup/8}} {{p|Koraidon}},{{sup/9|S}} or {{p|Miraidon}}{{sup/9|V}} were used to cross the 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.
In [[Generation]]s {{gen|III}}, {{gen|V}}, and {{gen|VI}}, the player may also use {{m|Dive}} to go [[underwater]] in deep water.


==Changes between generations==
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.
{| align="left" class="roundy" style="background: #{{water color dark}}; border: 1px solid #{{water color dark}};"
 
|
==Differences between games==
{| align="left" class="roundy" style="background: #{{water color}}; border: #{{water color}};"
{{incomplete|section|Missing images of water tiles from BW, B2W2, XY and SM}}
|- align="center"
{| class="roundy" style="text-align:center; background: #{{locationcolor/dark|water}}; border: 1px solid #{{locationcolor/dark|water}};"
|
{| align="right" class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
|- align="center"
|  class="roundy" style="background: #eee;" |{{gameabbrev3|RB}}
|- align="center"
| class="roundy" style="background: #eee;" | [[File:Rb water.png]]
|}
|
{| align="right" class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
|- align="center"
|  class="roundy" style="background: #eee;" |{{gameabbrev3|Y}}
|- align="center"
| class="roundy" style="background: #eee;" | [[File:Y water.png]]
|}
|
|
{| align="left" class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{johto color}};"
{| class="roundy" style="background: #{{locationcolor/med|water}}; border: #{{locationcolor/med|water}};"
|- align="center"
|-
| class="roundy" style="background: #eee;" |{{gameabbrev3|GSC}}
| style="vertical-align:top;" |
|- align="center"
{| class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
| class="roundy" style="background: #eee;" | [[File:GSC water.png]]
|-
|- align="center"
| class="roundy" colspan="2" style="background: #fff;" |{{gameabbrev1|RBY}}
|-
| class="roundy" style="background: #eee;" | [[File:RB Water Tile.png|64px]] [[File:Y Water Tile.png|64px]]
|}
|}
|
| style="vertical-align:top;" |
{| align="left" colspan="6" class="roundy" style="background: #{{hoenn color light}}; border: 1px solid #{{hoenn color}};"
{| class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};"
|- align="center"
|-
| colspan="2" |
| class="roundy" style="background: #fff;" |{{gameabbrev2|GSC}}
| class="roundy" colspan="2" width="10%" text-align="center" style="background: #eee;" |{{gameabbrev3|RSE}}
|-
| colspan="2" |
| style="background: #eee;" | [[File:GSC Water Tile.png|64px]]
|- align="center"
|-
| class="roundy" style="background: #eee;" | [[File:RSE water o.png]]
| class="roundy" style="background: #eee;" | [[File:RSE water d.png‎]]
| class="roundy" style="background: #eee;" | [[File:RSE water c.png]]
| class="roundy" style="background: #eee;" | [[File:RSE water p.png]]
| class="roundy" style="background: #eee;" | [[File:RSE water l.png]]
| class="roundy" style="background: #eee;" | [[File:RSE water r.png]]
|}
|}
|
| style="vertical-align:top;" |
{| align="left" class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
{| class="roundy" style="background: #{{hoenn color light}}; border: 1px solid #{{hoenn color}};"
|- align="center"
|-
|
| class="roundy" colspan="6" style="background: #fff;" |{{gameabbrev3|RSE}}
| class="roundy" style="background: #eee;" |{{gameabbrev3|FRLG}}
|-
|
| style="background: #eee;" | [[File:RSE Water Pond Tile.png|64px]] [[File:RSE Water Lake Tile.png|64px]] [[File:RSE Water River Tile.png|64px]] [[File:RSE Water Ocean Tile.png|64px]] [[File:RSE Water Current Tile.png|64px]] [[File:RSE Water Deep Tile.png|64px]]
|- align="center"
| class="roundy" style="background: #eee;" |[[File:FRLG water.png]]
| class="roundy" style="background: #eee;" |[[File:FRLG water p.png]]
| class="roundy" style="background: #eee;" |[[File:FRLG water c.png]]
|}
|}
|
| style="vertical-align:top;" |
{| align="left" class="roundy" style="background: #{{sinnoh color light}}; border: 1px solid #{{sinnoh color}};"
{| class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
|- align="center"
|-
| class="roundy" colspan="2" style="background: #eee;" |{{gameabbrev3|DP}}
| class="roundy" colspan="3" style="background: #fff;" |{{gameabbrev3|FRLG}}
|- align="center"
|-
| class="roundy" style="background: #eee;" |[[File:DPPt water.png]]
| style="background: #eee;" |[[File:FRLG Water Tile.png|64px]] [[File:FRLG Water Pond Tile.png|64px]] [[File:FRLG Water Current Tile.png|64px]]
| class="roundy" style="background: #eee;" |[[File:DPPt water o.png]]
|}
|}
|
| style="vertical-align:top;" |
{| align="left" class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};"
{| class="roundy" style="background: #{{sinnoh color light}}; border: 1px solid #{{sinnoh color}};"
|- align="center"
|-
|
| class="roundy" colspan="2" style="background: #fff;" |{{gameabbrev4|DP}}
| class="roundy" style="background: #eee;" |{{gameabbrev3|HGSS}}
|-
|
| style="background: #eee;" |[[File:DPPt Water Tile.png|64px]] [[File:DPPt Water Ocean Tile.png|64px]]
|- align="center"
| class="roundy" style="background: #eee;" | [[File:HGSS water l.png]]
| class="roundy" style="background: #eee;" | [[File:HGSS water o.png]]
| class="roundy" style="background: #eee;" | [[File:HGSS water p.png]]
|}
|}
|
| style="vertical-align:top;" |
{| align="left" class="roundy" style="background: #{{unova color light}}; border: 1px solid #{{unova color}};"
{| class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};"
|- align="center"
|-
|class="roundy" style="background: #eee;" | {{gameabbrev3|BW}}
| class="roundy" colspan="3" style="background: #fff;" |{{gameabbrev4|HGSS}}
|- align="center"
|-
| class="roundy" style="background: #eee;" | [[File:Bw water.png]]
| style="background: #eee;" | [[File:HGSS Water Lake Tile.png|64px]] [[File:HGSS Water Ocean Tile.png|64px]] [[File:HGSS Water Pond Tile.png|64px]]
|}
|}
| style="vertical-align:top;" |
<!--* {| class="roundy" style="background: #{{unova color light}}; border: 1px solid #{{unova color}};"
|-
| style="background: #fff;" | {{gameabbrev5|BWB2W2}}
|-
| style="background: #eee;" | [[File:BW Water Tile.png|64px]]
|}-->
|}
|}
|}
|}
{{-}}
{{-}}
==Technical mechanics==
===Determining the rate of encounter===
The rate of Pokémon encounter is determined from a simple mathematical formula:
<big>''1 in (187.5 / ( x )) per step''</big>
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: #{{water color}}; border:3px solid #{{water color light}};"
|-
! colspan="2" align="center" style="{{roundytop|5px}} background: #{{water color}}"|Encounter-rate table
|- style="background: #{{water color}};"
! Encounter Type
! Encounter Rate
|- style="background: #fff;" align="center"
| Very Common
| 10
|- style="background: #{{water color light}};" align="center"
| Common
| 8.5
|- style="background: #fff;" align="center"
| Semi-Rare
| 6.75
|- style="background: #{{water color light}};" align="center"
| Rare
| 3.33
|- align="center"
| style="background: #fff; {{roundybl|5px}}"|Very Rare
| style="background: #fff; {{roundybr|5px}}"|1.25
|}


==Types of water tiles==
==Types of water tiles==
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===Oceans===
===Oceans===
Oceans are normally used as obstacles within the games to keep the player from progressing until obtaining the move {{m|Surf}}. They are commonly inhabited by {{tc|Swimmer}}s, {{tc|Sailor}}s, and [[List of Pokémon by habitat#Sea Pokémon|certain types of Pokémon]].
Oceans are normally used as obstacles within the games to keep the player from progressing until they obtain one of various abilities to cross the ocean. They are commonly inhabited by {{tc|Swimmer}}s, {{tc|Sailor}}s, and [[List of Pokémon by habitat#Sea Pokémon|certain types of Pokémon]].


===Rivers and ponds===
===Rivers and ponds===
Line 127: Line 77:


===Currents===
===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 share many similarities with [[spinner]] tiles. These currents are only found on [[Route]]s {{rtn|132|Hoenn}}, {{rtn|133|Hoenn}} and {{rtn|134|Hoenn}}.
{{redirect|Current|the character whose Japanese name is Current|Tedesco}}
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 appear in [[Generation III]], [[Generation V]], and [[Generation VI]]. They are similar to [[spin tile]]s, but are on water. [[Route]]s {{rtn|132|Hoenn}}, {{rtn|133|Hoenn}}, and {{rtn|134|Hoenn}} 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]] {{p|Articuno}} residing in the cave. In Unova, currents are also found in {{rt|17|Unova}}, which lead up to {{rt|18|Unova}} and [[P2 Laboratory]].


===Deep water===
===Deep water===
Deep water only exists in [[Generation]]s {{gen|III}} and {{gen|V}}. Deep water is the only location where {{m|Dive}} can be used in the overworld. Diving into this water takes the player [[underwater]].
Deep water exists in [[Generation]]s {{gen|III}},  {{gen|V}}, and {{gen|VI}}. Deep water is the only location where {{m|Dive}} can be used in the overworld. Diving into this water takes the player [[underwater]].


===Shallow water===
===Shallow water===
Shallow water is not like most other variations of water, in that it cannot be {{m|surf}}ed on or [[Fishing|fished]] in. It behaves like a regular ground tile. This tile is common around {{wp|shoal}}s and in [[Shoal Cave]].
Shallow water is not like most other variations of water, in that it cannot be {{m|surf}}ed on or [[Fishing|fished]] in. It behaves like a regular ground tile. This tile is common around {{wp|shoal}}s and in [[Shoal Cave]].
===Puddles===
{{main|Puddle}}
Puddles are tiles which appear on land and can be walked on; they cannot be {{m|Surf}}ed on. Until Generation V, no wild Pokémon could be found in puddles.
==In battle==
Certain moves have special effects when used in a battle on a water tile.
*{{m|Secret Power}}
**In Generation III
***In pond water: has a 30% chance of lowering the target's {{stat|Speed}} and the appearance of {{m|Bubble Beam}}
***In sea water: has a 30% chance of lowering the target's {{stat|Attack}} and the appearance of {{m|Surf}}
***In {{DL|Tall grass|seaweed}} ([[underwater]]): has a 30% chance of lowering the target's {{stat|Defense}} and the appearance of {{m|Waterfall}}
**In Generation IV and VII: has a 30% chance of lowering the target's {{stat|Attack}} and the appearance of {{m|Water Pulse}}
**In Generation V and VI
***In water: has a 30% chance of lowering the target's {{stat|Attack}} and the appearance of {{m|Water Pulse}}
***In [[puddle]]s/murky water: has a 30% chance of lowering the target's {{stat|Speed}} and the appearance of {{m|Mud Shot}}
*{{m|Nature Power}}
**In Generation III
***In pond water: turns into {{m|Bubble Beam}}
***In sea water: turns into {{m|Surf}}
***In {{DL|Tall grass|seaweed}} ([[underwater]]): turns into {{m|Hydro Pump}}
**In Generation IV and VII: turns into {{m|Hydro Pump}}
**In Generation V and VI
***In water: turns into {{m|Hydro Pump}}
***In [[puddle]]s/murky water: turns into {{m|Mud Bomb}}
*{{m|Camouflage}}: makes the user {{type|Water}} (when used on or under water)


{{-}}
{{-}}
{{Special tiles}}
{{Special tiles}}
{{Project Games notice}}
{{Project Games notice|game mechanic}}
 
[[Category:Game mechanics]]


[[Category:Special tiles]]
[[de:Wasserfeld]]
[[it:Mattonelle#Acqua]]
[[ja:水上]]
[[zh:水面]]

Latest revision as of 17:32, 16 September 2024

018Pidgeot.png It has been suggested that this article be moved to Water.
Please discuss whether or not to move it on its talk page.

Hilda surfing on a river in Route 6

The water tile is a mechanic in the Pokémon core series and the habitat for many species of wild Pokémon. By crossing the water or fishing, the player may encounter many different wild Pokémon. In Generations I to VI and in Pokémon Brilliant Diamond and Shining Pearl, water could be crossed with the field move Surf. In Generations VII to IX, Poké Ride,SMUSUM the Secret Technique Sea Skim,PE summoning the Ride Pokémon Basculegion,LA or upgrading the abilities of Rotom Bike,SwSh Koraidon,S or MiraidonV were used to cross the water.

In Generations III, V, and VI, 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: Missing images of water tiles from BW, B2W2, XY and SM
RBY
RB Water Tile.png Y Water Tile.png
GSC
GSC Water Tile.png
RSE
RSE Water Pond Tile.png RSE Water Lake Tile.png RSE Water River Tile.png RSE Water Ocean Tile.png RSE Water Current Tile.png RSE Water Deep Tile.png
FRLG
FRLG Water Tile.png FRLG Water Pond Tile.png FRLG Water Current Tile.png
DP
DPPt Water Tile.png DPPt Water Ocean Tile.png
HGSS
HGSS Water Lake Tile.png HGSS Water Ocean Tile.png HGSS Water Pond Tile.png


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 they obtain one of various abilities to cross the ocean. 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 whose Japanese name is Current, see Tedesco.

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 appear in Generation III, Generation V, and Generation VI. They are similar to spin tiles, but are on water. Routes 132, 133, and 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 Articuno residing in the cave. In Unova, currents are also found in Route 17, which lead up to Route 18 and P2 Laboratory.

Deep water

Deep water exists in Generations III, V, and VI. 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

Certain moves have special effects when used in a battle on a water tile.


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.