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{{search|game mechanic in Pokémon Scarlet and Violet|other uses|Let's Go (disambiguation)}}
{{search|game mechanic in Pokémon Scarlet and Violet|the Nintendo Switch games|Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!}} ''For other uses, see [[Let's Go (disambiguation)]].''
[[File:Let's Go Mechanic SV.png|250px|thumb|Example of Sprigatito during the Let's Go! mechanic.]]
[[File:Let's Go Mechanic SV.png|250px|thumb|Example of Sprigatito during the Let's Go! mechanic.]]
The '''Let's Go!'''<ref>https://web.archive.org/web/20221120045948/https://scarletviolet.pokemon.com/en-us/news/lets_go/</ref> mechanic is a feature introduced in [[Pokémon Scarlet and Violet]]. It allows players to command their party's lead Pokémon to [[Walking Pokémon|follow]] them in the overworld.
The '''Let's Go!'''<ref>https://web.archive.org/web/20221120045948/https://scarletviolet.pokemon.com/en-us/news/lets_go/</ref> mechanic is a feature introduced in [[Pokémon Scarlet and Violet]]. It allows players to command their party's lead Pokémon to [[Walking Pokémon|follow]] them in the overworld.
==Mechanics==
==Mechanics==
At any point after obtaining their [[starter Pokémon]], the player can press '''ZR''' or '''R''' to activate Let's Go!
At any point after obtaining their {{OBP|partner Pokémon|Let's Go, Pikachu! and Let's Go, Eevee!}}, the player can press '''ZR''' or '''R''' to activate Let's Go!.
* Pressing '''ZR''' will throw the [[Poké Ball]] containing the lead Pokémon. If Let's Go! is already active, then '''ZR''' will recall the Pokémon.  
* Pressing '''ZR''' will throw the [[Poké Ball]] containing the lead Pokémon. If Let's Go! is already active, then '''ZR''' will recall the Pokémon.
** If throwing the Poké Ball hits a [[wild Pokémon]], a {{pkmn|battle}} will initiate; if the player lands a Back Strike, the wild Pokémon will skip its first turn.
** If throwing the Poké Ball hits a [[wild Pokémon]], a {{pkmn|battle}} will initiate; if the player lands a Back Strike, the wild Pokémon will skip its first turn.
** This method allows players to catch Pokémon that are in trees, the sky, or deep underwater, in conjunction with using '''ZL''' to aim.  
** This method allows players to catch Pokémon that are in trees, the sky, or deep underwater, in conjunction with using '''ZL''' to aim.
* Pressing '''R''' will command the lead Pokémon to run in a straight line and Auto Battle any nearby wild Pokémon. It will automatically warp to the player to continue this action if '''R''' is pressed again or if out of range.
* Pressing '''R''' will command the lead Pokémon to run in a straight line and Auto Battle any nearby wild Pokémon. It will automatically warp to the player to continue this action if '''R''' is pressed again or if out of range.


In Let's Go!, the Pokémon will attempt to follow the player, with its speed being dependent on the species. When moving on [[Water tile|water]], only Pokémon that can swim or fly will be able to use Let's Go! effectively. Pokémon that cannot swim or fly will stand on a floatation device, where they will be able to follow the player around, but will be unable to Auto Battle.  
In Let's Go!, the Pokémon will attempt to follow the player, with its speed being dependent on the species. When moving on [[Water tile|water]], only Pokémon that can swim or fly will be able to use Let's Go! effectively. Pokémon that cannot swim or fly will stand on a floatation device, where they will be able to follow the player around, but will be unable to Auto Battle.


When standing still, the Pokémon will happily circle the player, indicated by musical notes above their head. If the player moves too far away from the Pokémon, or begins an important dialogue sequence or cutscene, it will automatically return to its Poké Ball.
When standing still, the Pokémon will happily circle the player, indicated by musical notes above their head. If the player moves too far away from the Pokémon, or begins an important dialogue sequence or cutscene, it will automatically return to its Poké Ball.
===Status conditions===
If the player's Pokémon is inflicted by a non-volatile [[status condition]] when using the Let's Go! feature, such as {{status|paralysis}} or {{status|poison}}, an animation of its effects can be seen.
{| style="margin:auto; text-align:center; {{roundy|20px}} border:2px solid #{{normal color dark}}; background:#{{white color}}; font-size:80%"
|style="{{roundy|20px}} border: 2px solid #{{normal color dark}}; background: #{{normal color light}}; width:auto; overflow:hidden"| [[File:SV Lets Go Paralysis.png|x120px]]
|style="{{roundy|20px}} border: 2px solid #{{normal color dark}}; background: #{{normal color light}}; width:auto; overflow:hidden"| [[File:SV Lets Go Poison.png|x120px]]
|style="{{roundy|20px}} border: 2px solid #{{normal color dark}}; background: #{{normal color light}}; width:auto; overflow:hidden"| [[File:SV Lets Go Sleep.png|x120px]]
|style="{{roundy|20px}} border: 2px solid #{{normal color dark}}; background: #{{normal color light}}; width:auto; overflow:hidden"| [[File:SV Lets Go Burn.png|x120px]]
|-
|{{status|Paralysis|Paralyzed}}
|{{status|Poison|Poisoned}}
|{{status|Sleep|Asleep}}
|{{status|Burn|Burned}}
|}


===Auto Battle===
===Auto Battle===
{{incomplete|section|needs=How is the Experience/TM Material gain calculated? What is the data on how "winning" an auto battle is determined?}}
{{incomplete|section|How is the Experience/TM Material gain calculated? What is the data on how "winning" an auto battle is determined?}}
When a Pokémon is commanded using the '''R''' button, an '''Auto Battle''' will be initiated on any nearby wild Pokémon during Let's Go!, except [[Terastal phenomenon|Terastalized]] and {{pkmn2|Shiny}} Pokémon. The outcome of an Auto Battle appears to be largely determined by [[level]] and [[type]] advantages, with one of four things happening:
When a Pokémon is commanded using the '''R''' button, an '''Auto Battle''' will be initiated on any nearby wild Pokémon during Let's Go!, except [[Terastal phenomenon|Terastallized]] and [[Shiny Pokémon]] and [[List of in-game event Pokémon in Pokémon Scarlet and Violet|static encounters]].
 
Additionally, Auto Battles occur whenever encountering another Pokémon using the [[Synchro Machine]].
 
The outcome of an Auto Battle appears to be largely determined by [[level]] and [[type]] advantages, with one of four things happening:<br>
*The wild Pokémon will faint.
*The wild Pokémon will faint.
*The wild Pokémon will faint, but also damage the player's Pokémon.
*The wild Pokémon will faint, but also damage the player's Pokémon.
*The wild Pokémon will damage the player's Pokémon and not faint, forcing the player's Pokémon to retreat.
*The wild Pokémon will damage the player's Pokémon and not faint, forcing the player's Pokémon to retreat.
** The player's Pokémon will never faint, always leaving at least 1 HP
*The wild Pokémon will take no damage and the player's Pokémon will retreat.
*The wild Pokémon will take no damage and the player's Pokémon will retreat.


An Auto Battle will not deduct [[PP]] from the moves of the player's Pokémon, or cause the player's Pokémon to faint (always leaving at least 1 HP). When a wild Pokémon faints from an Auto Battle, the player's [[party]] will receive a fraction of the [[Experience|Exp. Points]] gained from a full battle, with the lead Pokémon gaining the most; a [[Lucky Egg]] does not increase this amount. The player will also receive [[TM Materials]] from the family of the defeated Pokémon. If the player's Pokémon does not retreat, it will continue to Auto Battle any wild Pokémon within range, until there are no more left.  
When a wild Pokémon faints from an Auto Battle, the player's [[party]] will receive a fraction of the [[Experience|Exp. Points]] gained from a full battle, with the lead Pokémon gaining the most; a [[Lucky Egg]] does not increase this amount. The player will also receive [[TM Material]]s from the family of the defeated Pokémon. If the player's Pokémon does not retreat, it will continue to Auto Battle any wild Pokémon within range, until there are no more left.
 
An Auto Battle will not deduct [[PP]] from the moves of the player's Pokémon. {{EV}}s are not gained from Auto Battles.
 
If a Pokémon levels up from experience gained through Auto Battles, it will not trigger any [[evolution]]s. This includes Pokémon that require Let's Go! to evolve.
 
Auto Battles will not trigger against wild [[Shiny Pokémon|Shiny]] or [[Terastal phenomenon#Wild Tera Pokémon|Tera Pokémon]]. Even if the player deliberately targets it, the lead Pokémon will refuse the order.<ref>[https://www.youtube.com/watch?v=xDfPydmJZDo&ab_channel=TheMGSlow Pokemon Scarlet & Violet, Pokemon will refuse to Auto Battle Shiny Pokemon.]</ref>


If a Pokémon levels up from experience gained through Auto Battles, it will not trigger any [[Evolution]]s. This includes Pokémon that require Let's Go! to evolve.
Black and White {{p|Kyurem}} can only do an Auto Battle if a Pokémon is specifically targeted even if there is multiple Pokémon shown.


Auto Battles will not trigger against wild [[Shiny Pokémon]]. Even if the player deliberately targets it, the lead Pokémon will refuse the order.<ref>[https://www.youtube.com/watch?v=xDfPydmJZDo&ab_channel=TheMGSlow Pokemon Scarlet & Violet, Pokemon will refuse to Auto Battle Shiny Pokemon.]</ref>
If {{p|Terapagos}} does an Auto Battle, it will change into its Terastal Form before the battle starts, then back to its Normal form after it's over.


===Items===
===Items===
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===Evolutions===
===Evolutions===
Certain Pokémon will [[evolve]] upon [[level|leveling up]] while outside of their [[Poké Ball]] after <!--cumulatively or within one session?-->walking at least 1000 total steps using Let's Go!.
Certain Pokémon will [[Evolution|evolve]] upon [[level|leveling up]] while outside of their [[Poké Ball]] after the player walks 1,000 steps in one session using Let's Go!. The step counter is reset if the player walks with any Pokémon that doesn't evolve through via Let's Go!, or if the game is closed.<ref>https://twitter.com/Sibuna_Switch/status/1678027317891694593</ref><ref>https://twitter.com/Sibuna_Switch/status/1680044846403272704</ref>
*Causes {{p|Rellor}} to evolve into {{p|Rabsca}}
*Causes {{p|Pawmo}} to evolve into {{p|Pawmot}}.
*Causes {{p|Pawmo}} to evolve into {{p|Pawmot}}
*Causes {{p|Bramblin}} to evolve into {{p|Brambleghast}}.
*Causes {{p|Bramblin}} to evolve into {{p|Brambleghast}}
*Causes {{p|Rellor}} to evolve into {{p|Rabsca}}.


===Friendship===
===Friendship===
{{incomplete|section|needs=Needs exact data on how Friendship is raised on a per-step basis during Let's Go!.}}
{{incomplete|section|needs=Needs exact data on how friendship is raised on a per-step basis during Let's Go!.}}
A Pokémon during Let's Go! will gain additional [[Friendship]] when following the player.
A Pokémon during Let's Go! will gain additional [[friendship]] when following the player.


==See also==
==See also==
* [[Walking Pokémon]]
* [[Walking Pokémon]]
* [[Random encounter]]
* [[Synchro Machine]]
* [[Symbol encounter]]


==References==
==References==
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[[de:Pokémon losschicken]]
[[de:Pokémon losschicken]]
[[es:Enviar Pokémon]]
[[fr:En avant !]]
[[it:Mandare avanti]]
[[it:Mandare avanti]]
[[zh:超夢重現 風雲再起 韓語片頭曲]]
[[zh:Let's Go]]

Latest revision as of 16:59, 11 September 2024

This article is about the game mechanic in Pokémon Scarlet and Violet. For the Nintendo Switch games, see Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!. For other uses, see Let's Go (disambiguation).
Example of Sprigatito during the Let's Go! mechanic.

The Let's Go![1] mechanic is a feature introduced in Pokémon Scarlet and Violet. It allows players to command their party's lead Pokémon to follow them in the overworld.

Mechanics

At any point after obtaining their partner Pokémon, the player can press ZR or R to activate Let's Go!.

  • Pressing ZR will throw the Poké Ball containing the lead Pokémon. If Let's Go! is already active, then ZR will recall the Pokémon.
    • If throwing the Poké Ball hits a wild Pokémon, a battle will initiate; if the player lands a Back Strike, the wild Pokémon will skip its first turn.
    • This method allows players to catch Pokémon that are in trees, the sky, or deep underwater, in conjunction with using ZL to aim.
  • Pressing R will command the lead Pokémon to run in a straight line and Auto Battle any nearby wild Pokémon. It will automatically warp to the player to continue this action if R is pressed again or if out of range.

In Let's Go!, the Pokémon will attempt to follow the player, with its speed being dependent on the species. When moving on water, only Pokémon that can swim or fly will be able to use Let's Go! effectively. Pokémon that cannot swim or fly will stand on a floatation device, where they will be able to follow the player around, but will be unable to Auto Battle.

When standing still, the Pokémon will happily circle the player, indicated by musical notes above their head. If the player moves too far away from the Pokémon, or begins an important dialogue sequence or cutscene, it will automatically return to its Poké Ball.

Status conditions

If the player's Pokémon is inflicted by a non-volatile status condition when using the Let's Go! feature, such as paralysis or poison, an animation of its effects can be seen.

SV Lets Go Paralysis.png SV Lets Go Poison.png SV Lets Go Sleep.png SV Lets Go Burn.png
Paralyzed Poisoned Asleep Burned

Auto Battle

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: How is the Experience/TM Material gain calculated? What is the data on how "winning" an auto battle is determined?

When a Pokémon is commanded using the R button, an Auto Battle will be initiated on any nearby wild Pokémon during Let's Go!, except Terastallized and Shiny Pokémon and static encounters.

Additionally, Auto Battles occur whenever encountering another Pokémon using the Synchro Machine.

The outcome of an Auto Battle appears to be largely determined by level and type advantages, with one of four things happening:

  • The wild Pokémon will faint.
  • The wild Pokémon will faint, but also damage the player's Pokémon.
  • The wild Pokémon will damage the player's Pokémon and not faint, forcing the player's Pokémon to retreat.
    • The player's Pokémon will never faint, always leaving at least 1 HP
  • The wild Pokémon will take no damage and the player's Pokémon will retreat.

When a wild Pokémon faints from an Auto Battle, the player's party will receive a fraction of the Exp. Points gained from a full battle, with the lead Pokémon gaining the most; a Lucky Egg does not increase this amount. The player will also receive TM Materials from the family of the defeated Pokémon. If the player's Pokémon does not retreat, it will continue to Auto Battle any wild Pokémon within range, until there are no more left.

An Auto Battle will not deduct PP from the moves of the player's Pokémon. EVs are not gained from Auto Battles.

If a Pokémon levels up from experience gained through Auto Battles, it will not trigger any evolutions. This includes Pokémon that require Let's Go! to evolve.

Auto Battles will not trigger against wild Shiny or Tera Pokémon. Even if the player deliberately targets it, the lead Pokémon will refuse the order.[2]

Black and White Kyurem can only do an Auto Battle if a Pokémon is specifically targeted even if there is multiple Pokémon shown.

If Terapagos does an Auto Battle, it will change into its Terastal Form before the battle starts, then back to its Normal form after it's over.

Items

When in range of any items, including hidden items, a Pokémon during Let's Go! will automatically add them to the player's bag.

Evolutions

Certain Pokémon will evolve upon leveling up while outside of their Poké Ball after the player walks 1,000 steps in one session using Let's Go!. The step counter is reset if the player walks with any Pokémon that doesn't evolve through via Let's Go!, or if the game is closed.[3][4]

Friendship

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Needs exact data on how friendship is raised on a per-step basis during Let's Go!.

A Pokémon during Let's Go! will gain additional friendship when following the player.

See also

References


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.