Let's Go!
- This article is about the game mechanic in Pokémon Scarlet and Violet. For other uses, see Let's Go (disambiguation).
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 starter 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.
Auto Battle
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 Terastalized and Shiny Pokémon. 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 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 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.
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 Pokémon. Even if the player deliberately targets it, the lead Pokémon will refuse the order.[2]
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 walking at least 1000 total steps using Let's Go!.
- Causes Rellor to evolve into Rabsca
- Causes Pawmo to evolve into Pawmot
- Causes Bramblin to evolve into Brambleghast
Friendship
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
This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |