User:Greengiant/Core series game mechanics: Difference between revisions
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Latest revision as of 12:04, 10 November 2018
Game mechanics have been introduced in each generation of the core series of Pokémon games to increase the complexity of training and battling Pokémon.
Generation I
- Encountering and catching wild Pokémon species
- Battling using damage-dealing moves with a base power and accuracy, learned by experience or via TMs/HMs and limited by Power Points
- Five base battle statistics (Hit Points, Attack, Defense, Special, and Speed)
- 15 types (assigned to Pokémon and to moves) and the same-type attack bonus
- Experience achieved by winning battles determining level, a stat multiplier
- Status conditions
- Evolution
- Obedience
- Individual values and effort values
- Held items
- Trading
- Friendship (Pikachu)
Generation II
- Gender
- Breeding
- Time
- Weather (In-Battle)
- Berries
- Special Attack and Special Defence stats replace Special stat
- Steel type
- Dark type
- Shiny Pokémon
- Friendship (All Pokémon)
Generation III
- Weather (Overworld)
- Nature
- Abilities
- Double Battles
- Personality values
- Contact
Generation IV
- Characteristics
- Damage category no longer determined by type
Generation VI
- Mega Evolution
- Affection
- Fairy type