Water tile: Difference between revisions
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{{move|Water}} | |||
[[File:Surf V OW.png|thumb|right|256px|{{ga|Hilda}} surfing on a river in {{rt|6|Unova}}]] | [[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 | 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. | ||
In [[Generation]]s {{gen|III}}, {{gen|V}}, and {{gen|VI}}, the player may also use {{m|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. | 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== | ==Differences between games== | ||
{{incomplete|section| | {{incomplete|section|Missing images of water tiles from BW, B2W2, XY and SM}} | ||
{| class="roundy" style="text-align:center; 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}};" | ||
| | | | ||
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{| class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};" | {| class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};" | ||
|- | |- | ||
| class="roundy" colspan=" | | class="roundy" colspan="2" style="background: #fff;" |{{gameabbrev1|RBY}} | ||
|- | |- | ||
| class="roundy" style="background: #eee;" | [[File:RB Water Tile.png]] | | class="roundy" style="background: #eee;" | [[File:RB Water Tile.png|64px]] [[File:Y Water Tile.png|64px]] | ||
|} | |} | ||
| style="vertical-align:top;" | | | style="vertical-align:top;" | | ||
{| class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};" | {| class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};" | ||
|- | |- | ||
| class="roundy" style="background: # | | class="roundy" style="background: #fff;" |{{gameabbrev2|GSC}} | ||
|- | |- | ||
| | | style="background: #eee;" | [[File:GSC Water Tile.png|64px]] | ||
|- | |- | ||
|} | |} | ||
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{| class="roundy" style="background: #{{hoenn color light}}; border: 1px solid #{{hoenn color}};" | {| class="roundy" style="background: #{{hoenn color light}}; border: 1px solid #{{hoenn color}};" | ||
|- | |- | ||
| class="roundy" colspan="6" style="background: # | | class="roundy" colspan="6" style="background: #fff;" |{{gameabbrev3|RSE}} | ||
|- | |- | ||
| | | 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]] | ||
|} | |} | ||
| style="vertical-align:top;" | | | style="vertical-align:top;" | | ||
{| class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};" | {| class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};" | ||
|- | |- | ||
| class="roundy" colspan="3" style="background: # | | class="roundy" colspan="3" style="background: #fff;" |{{gameabbrev3|FRLG}} | ||
|- | |- | ||
| | | style="background: #eee;" |[[File:FRLG Water Tile.png|64px]] [[File:FRLG Water Pond Tile.png|64px]] [[File:FRLG Water Current Tile.png|64px]] | ||
|} | |} | ||
| style="vertical-align:top;" | | | style="vertical-align:top;" | | ||
{| class="roundy" style="background: #{{sinnoh color light}}; border: 1px solid #{{sinnoh color}};" | {| class="roundy" style="background: #{{sinnoh color light}}; border: 1px solid #{{sinnoh color}};" | ||
|- | |- | ||
| class="roundy" colspan="2" style="background: # | | class="roundy" colspan="2" style="background: #fff;" |{{gameabbrev4|DP}} | ||
|- | |- | ||
| | | style="background: #eee;" |[[File:DPPt Water Tile.png|64px]] [[File:DPPt Water Ocean Tile.png|64px]] | ||
|} | |} | ||
| style="vertical-align:top;" | | | style="vertical-align:top;" | | ||
{| class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};" | {| class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};" | ||
|- | |- | ||
| class="roundy" colspan="3" style="background: # | | class="roundy" colspan="3" style="background: #fff;" |{{gameabbrev4|HGSS}} | ||
|- | |- | ||
| | | 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;" | | | style="vertical-align:top;" | | ||
<!--* {| class="roundy" style="background: #{{unova color light}}; border: 1px solid #{{unova color}};" | <!--* {| 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]] | ||
|}--> | |}--> | ||
|} | |} | ||
|} | |} | ||
{{-}} | {{-}} | ||
==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 | 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=== | ||
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===Currents=== | ===Currents=== | ||
{{redirect|Current|the character whose Japanese name is Current|Tedesco}} | {{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}}, {{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 {{p|Articuno | 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=== | ||
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***In sea water: has a 30% chance of lowering the target's {{stat|Attack}} and the appearance of {{m|Surf}} | ***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 {{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 | **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 VI | **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 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}} | ***In [[puddle]]s/murky water: has a 30% chance of lowering the target's {{stat|Speed}} and the appearance of {{m|Mud Shot}} | ||
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***In sea water: turns into {{m|Surf}} | ***In sea water: turns into {{m|Surf}} | ||
***In {{DL|Tall grass|seaweed}} ([[underwater]]): turns into {{m|Hydro Pump}} | ***In {{DL|Tall grass|seaweed}} ([[underwater]]): turns into {{m|Hydro Pump}} | ||
**In Generation IV and | **In Generation IV and VII: turns into {{m|Hydro Pump}} | ||
**In Generation VI | **In Generation V and VI | ||
***In water: turns into {{m|Hydro Pump}} | ***In water: turns into {{m|Hydro Pump}} | ||
***In [[puddle]]s/murky water: turns into {{m|Mud Bomb}} | ***In [[puddle]]s/murky water: turns into {{m|Mud Bomb}} | ||
*{{m|Camouflage}}: makes the user {{type|Water}} (when used on or under water) | *{{m|Camouflage}}: makes the user {{type|Water}} (when used on or under water) | ||
{{-}} | {{-}} | ||
{{Special tiles}} | {{Special tiles}} | ||
{{Project Games notice|game mechanic}} | {{Project Games notice|game mechanic}} | ||
[[Category:Game mechanics]] | |||
[[de:Wasserfeld]] | [[de:Wasserfeld]] | ||
[[it:Mattonelle#Acqua]] | [[it:Mattonelle#Acqua]] | ||
[[ja:水上]] | [[ja:水上]] | ||
[[zh:水面]] |
Latest revision as of 17:32, 16 September 2024
It has been suggested that this article be moved to Water. Please discuss whether or not to move it on its talk page. |
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
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 |
|
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.
- Secret Power
- In Generation III
- In pond water: has a 30% chance of lowering the target's Speed and the appearance of Bubble Beam
- In sea water: has a 30% chance of lowering the target's Attack and the appearance of Surf
- In seaweed (underwater): has a 30% chance of lowering the target's Defense and the appearance of Waterfall
- In Generation IV and VII: has a 30% chance of lowering the target's Attack and the appearance of Water Pulse
- In Generation V and VI
- In water: has a 30% chance of lowering the target's Attack and the appearance of Water Pulse
- In puddles/murky water: has a 30% chance of lowering the target's Speed and the appearance of Mud Shot
- In Generation III
- Nature Power
- In Generation III
- In pond water: turns into Bubble Beam
- In sea water: turns into Surf
- In seaweed (underwater): turns into Hydro Pump
- In Generation IV and VII: turns into Hydro Pump
- In Generation V and VI
- In water: turns into Hydro Pump
- In puddles/murky water: turns into Mud Bomb
- In Generation III
- 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. |