Let's Go!

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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 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.

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: Does auto battle gives EVS? And 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 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 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.