Water tile: Difference between revisions

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[[File:Surf Generation IV.png|thumb|right|240px|{{ga|Ethan}} surfing in the ocean on {{rt|40|Johto}}]]
[[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 [[main series]] and the habitat for many species of [[wild Pokémon]]. By either {{m|Surf}}ing or [[fishing]], the player may encounter many different wild Pokémon. In [[Generation III]], the player may also use {{m|Dive}} to go [[underwater]] in deep water.
The '''water tile''' is a mechanic in the Pokémon [[core series]] and the habitat for many species of [[wild Pokémon]]. By either {{m|Surf}}ing or [[fishing]], the player may encounter many different wild Pokémon. In [[Generation III]] and [[Generation V]], 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.


==Changes between generations==
==Differences between games==
{| align="left" class="roundy" style="background: #{{water color dark}}; border: 1px solid #{{water color dark}};"
{{incomplete|section|Images of water tiles from BW, B2W2 and XY are needed}}
{| class="roundy" style="text-align:center; background: #{{locationcolor/dark|water}}; border: 1px solid #{{locationcolor/dark|water}};"
|
|
{| align="left" class="roundy" style="background: #{{water color}}; border: #{{water color}};"
{| class="roundy" style="background: #{{locationcolor/med|water}}; border: #{{locationcolor/med|water}};"
|- align="center"
|-
|
| style="vertical-align:top;" |
{| align="right" class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
{| class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
|- align="center"
|-
| class="roundy" style="background: #eee;" |{{gameabbrev3|RB}}
| class="roundy" colspan="6" style="background: #eee;" |{{gameabbrev3|RB}}{{gameabbrev3|Y}}
|- align="center"
|-
| class="roundy" style="background: #eee;" | [[File:Rb water.png]]
| class="roundy" style="background: #eee;" | [[File:RB Water Tile.png]]
| class="roundy" style="background: #eee;" | [[File:Y Water Tile.png]]
|}
|}
|
| style="vertical-align:top;" |
{| align="right" class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
{| class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};"
|- align="center"
|-
|  class="roundy" style="background: #eee;" |{{gameabbrev3|Y}}
|- align="center"
| class="roundy" style="background: #eee;" | [[File:Y water.png]]
|}
|
{| align="left" class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{johto color}};"
|- align="center"
| class="roundy" style="background: #eee;" |{{gameabbrev3|GSC}}
| class="roundy" style="background: #eee;" |{{gameabbrev3|GSC}}
|- align="center"
|-
| class="roundy" style="background: #eee;" | [[File:GSC water.png]]
| class="roundy" style="background: #eee;" | [[File:GSC Water Tile.png]]
|- align="center"
|-
|}
|}
|
| style="vertical-align:top;" |
{| align="left" colspan="6" class="roundy" style="background: #{{hoenn color light}}; border: 1px solid #{{hoenn color}};"
{| class="roundy" style="background: #{{hoenn color light}}; border: 1px solid #{{hoenn color}};"
|- align="center"
|-
| colspan="2" |
| class="roundy" colspan="6" style="background: #eee;" |{{gameabbrev3|RSE}}
| class="roundy" colspan="2" width="10%" text-align="center" style="background: #eee;" |{{gameabbrev3|RSE}}
|-
| colspan="2" |
| class="roundy" style="background: #eee;" | [[File:RSE Water Ocean Tile.png]]
|- align="center"
| class="roundy" style="background: #eee;" | [[File:RSE Water Deep Tile.png‎]]
| class="roundy" style="background: #eee;" | [[File:RSE water o.png]]
| class="roundy" style="background: #eee;" | [[File:RSE Water Current Tile.png]]
| class="roundy" style="background: #eee;" | [[File:RSE water d.png‎]]
| class="roundy" style="background: #eee;" | [[File:RSE Water Pond Tile.png]]
| class="roundy" style="background: #eee;" | [[File:RSE water c.png]]
| class="roundy" style="background: #eee;" | [[File:RSE Water Lake Tile.png]]
| class="roundy" style="background: #eee;" | [[File:RSE water p.png]]
| class="roundy" style="background: #eee;" | [[File:RSE Water River Tile.png]]
| class="roundy" style="background: #eee;" | [[File:RSE water l.png]]
| class="roundy" style="background: #eee;" | [[File:RSE water r.png]]
|}
|}
|
| style="vertical-align:top;" |
{| align="left" class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
{| class="roundy" style="background: #{{kanto color light}}; border: 1px solid #{{kanto color}};"
|- align="center"
|-
|
| class="roundy" colspan="3" style="background: #eee;" |{{gameabbrev3|FRLG}}
| class="roundy" style="background: #eee;" |{{gameabbrev3|FRLG}}
|-
|
| class="roundy" style="background: #eee;" |[[File:FRLG Water Tile.png]]
|- align="center"
| class="roundy" style="background: #eee;" |[[File:FRLG Water Pond Tile.png]]
| class="roundy" style="background: #eee;" |[[File:FRLG water.png]]
| class="roundy" style="background: #eee;" |[[File:FRLG Water Current Tile.png]]
| class="roundy" style="background: #eee;" |[[File:FRLG water p.png]]
| class="roundy" style="background: #eee;" |[[File:FRLG water c.png]]
|}
|}
|
| style="vertical-align:top;" |
{| align="left" class="roundy" style="background: #{{sinnoh color light}}; border: 1px solid #{{sinnoh color}};"
{| class="roundy" style="background: #{{sinnoh color light}}; border: 1px solid #{{sinnoh color}};"
|- align="center"
|-
| class="roundy" colspan="2" style="background: #eee;" |{{gameabbrev3|DP}}
| class="roundy" colspan="2" style="background: #eee;" |{{gameabbrev3|DP}}
|- align="center"
|-
| class="roundy" style="background: #eee;" |[[File:DPPt water.png]]
| class="roundy" style="background: #eee;" |[[File:DPPt Water Tile.png]]
| class="roundy" style="background: #eee;" |[[File:DPPt water o.png]]
| class="roundy" style="background: #eee;" |[[File:DPPt Water Ocean Tile.png]]
|}
|}
|
| style="vertical-align:top;" |
{| align="left" class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};"
{| class="roundy" style="background: #{{johto color light}}; border: 1px solid #{{johto color}};"
|- align="center"
|-
|
| class="roundy" colspan="3" style="background: #eee;" |{{gameabbrev3|HGSS}}
| class="roundy" style="background: #eee;" |{{gameabbrev3|HGSS}}
|-
|
| class="roundy" style="background: #eee;" | [[File:HGSS Water Lake Tile.png]]
|- align="center"
| class="roundy" style="background: #eee;" | [[File:HGSS Water Ocean Tile.png]]
| class="roundy" style="background: #eee;" | [[File:HGSS water l.png]]
| class="roundy" style="background: #eee;" | [[File:HGSS Water Pond Tile.png]]
| class="roundy" style="background: #eee;" | [[File:HGSS water o.png]]
| class="roundy" style="background: #eee;" | [[File:HGSS water p.png]]
|}
|
{| align="left" class="roundy" style="background: #{{unova color light}}; border: 1px solid #{{unova color}};"
|- align="center"
|class="roundy" style="background: #eee;" | {{gameabbrev3|BW}}
|- align="center"
| class="roundy" style="background: #eee;" | [[File:Bw water.png]]
|}
|}
| style="vertical-align:top;" |
<!--* {| class="roundy" style="background: #{{unova color light}}; border: 1px solid #{{unova color}};"
|-
| class="roundy" style="background: #eee;" | {{gameabbrev3|BWB2W2}}
|-
| class="roundy" style="background: #eee;" | [[File:BW Water Tile.png]]
|}-->
|}
|}
|}
|}
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Let ''x'' equal the a value which determines how rare the Pokémon is. The higher the encounter rate, the more common the Pokémon is.
Let ''x'' equal the a value which determines how rare the Pokémon is. The higher the encounter rate, the more common the Pokémon is.


{| class="roundy" style="background: #{{water color}}; border:3px solid #{{water color light}};"  
{| class="roundy" style="text-align:center; background: #{{locationcolor/med|water}}; border:3px solid #{{locationcolor/light|water}};"  
|-  
|-  
! colspan="2" align="center" style="{{roundytop|5px}} background: #{{water color}}"|Encounter-rate table
! colspan="2" style="{{roundytop|5px}} background: #{{locationcolor/med|water}}"|Encounter-rate table
|- style="background: #{{water color}};"
|- style="background: #{{locationcolor/med|water}};"
! Encounter Type
! Encounter type
! Encounter Rate
! Encounter rate
|- style="background: #fff;" align="center"
|- style="background: #fff;"
| Very Common
| Very common
| 10
| 10
|- style="background: #{{water color light}};" align="center"
|- style="background: #{{locationcolor/light|water}};"
| Common
| Common
| 8.5
| 8.5
|- style="background: #fff;" align="center"
|- style="background: #fff;"
| Semi-Rare
| Semi-rare
| 6.75
| 6.75
|- style="background: #{{water color light}};" align="center"
|- style="background: #{{locationcolor/light|water}};"
| Rare  
| Rare  
| 3.33
| 3.33
|- align="center"
|-
| style="background: #fff; {{roundybl|5px}}"|Very Rare
| style="background: #fff; {{roundybl|5px}}"|Very rare
| style="background: #fff; {{roundybr|5px}}"|1.25
| style="background: #fff; {{roundybr|5px}}"|1.25
|}
|}
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===Currents===
===Currents===
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 only appear in [[Generation III]]. They are similar to [[spinner]] tiles, 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|legendary Pokémon}} residing in the cave.
{{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|legendary Pokémon}} residing in the cave. In Unova, currents are also found in {{rt|17|Unova}}, which lead up to {{rt|18|Unova}}.


===Deep water===
===Deep water===
Deep water only exists in [[Generation]]s {{gen|III}} and {{gen|V}}. Deep water is the only location where {{m|Dive}} can be used in the overworld. Diving into this water takes the player [[underwater]].
Deep water exists in [[Generation]]s {{gen|III}},  {{gen|V}}, and {{gen|VI}}. Deep water is the only location where {{m|Dive}} can be used in the overworld. Diving into this water takes the player [[underwater]].


===Shallow water===
===Shallow water===
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===Puddles===
===Puddles===
{{main|Puddles}}
{{main|Puddle}}
Puddles are tiles which appear on land and can be walked on; they cannot be {{m|Surf}}ed on. Until Generation V, no wild Pokémon could be found in puddles.
Puddles are tiles which appear on land and can be walked on; they cannot be {{m|Surf}}ed on. Until Generation V, no wild Pokémon could be found in puddles.


==In battle==
==In battle==
{{incomplete|section|Needs Nature Power and the appearance of Secret Power in Generation V}}
Certain moves have special effects when used in a battle on a water tile.
In Generation III, sea water gives {{m|Secret Power}} a 30% chance of lowering its target's {{stat|Attack}} and gives it the appearance of {{m|Surf}}; it causes {{m|Nature Power}} to become {{m|Surf}}. Pond water gives {{m|Secret Power}} a 30% chance of lowering its target's {{stat|Speed}} and gives it the appearance of {{m|BubbleBeam}}; it causes {{m|Nature Power}} to become {{m|BubbleBeam}}.


In Generation IV, water gives {{m|Secret Power}} a 30% chance of lowering its target's {{stat|Attack}} and gives it the appearance of {{m|Water Pulse}}; it causes {{m|Nature Power}} to become {{m|Hydro Pump}}.
*{{m|Secret Power}}
**In Generation III
***In pond water: has a 30% chance of lowering the target's {{stat|Speed}} and the appearance of {{m|Bubble Beam}}
***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 Generation IV and V: has a 30% chance of lowering the target's {{stat|Attack}} and the appearance of {{m|Water Pulse}}
**In Generation VI
***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}}
*{{m|Nature Power}}
**In Generation III
***In pond water: turns into {{m|Bubble Beam}}
***In sea water: turns into {{m|Surf}}
***In {{DL|Tall grass|seaweed}} ([[underwater]]): turns into {{m|Hydro Pump}}
**In Generation IV and V: turns into {{m|Hydro Pump}}
**In Generation VI
***In water: turns into {{m|Hydro Pump}}
***In [[puddle]]s/murky water: turns into {{m|Mud Bomb}}
*{{m|Camouflage}}: makes the user {{type|Water}} (when used on or under water)


In Generation V, water gives {{m|Secret Power}} a 30% chance of lowering its target's {{stat|Attack}}.
{{-}}
{{Special tiles}}<br>
{{Project Games notice|game mechanic}}


{{m|Camouflage}} makes the user {{type|Water}} when used on or under water.
[[de:Wasserfeld]]


{{-}}
[[it:Mattonelle#Acqua]]
{{Special tiles}}<br>
[[ja:水上]]
{{Project Games notice}}

Revision as of 12:38, 2 March 2015

Hilda surfing on a river in Route 6

The water tile is a mechanic in the Pokémon core series and the habitat for many species of wild Pokémon. By either Surfing or fishing, the player may encounter many different wild Pokémon. In Generation III and Generation V, 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

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Images of water tiles from BW, B2W2 and XY are needed
RB Water Tile.png Y Water Tile.png
GSC Water Tile.png
RSE
RSE Water Ocean Tile.png RSE Water Deep Tile.png RSE Water Current Tile.png RSE Water Pond Tile.png RSE Water Lake Tile.png RSE Water River Tile.png
FRLG
FRLG Water Tile.png FRLG Water Pond Tile.png FRLG Water Current Tile.png
DPPt Water Tile.png DPPt Water Ocean Tile.png
HGSS Water Lake Tile.png HGSS Water Ocean Tile.png HGSS Water Pond Tile.png


Technical mechanics

Determining the rate of encounter when Surfing

The rate of Pokémon encounter is determined from a simple mathematical formula:

1 in (187.5 / ( x )) per step

Let x equal the a value which determines how rare the Pokémon is. The higher the encounter rate, the more common the Pokémon is.

Encounter-rate table
Encounter type Encounter rate
Very common 10
Common 8.5
Semi-rare 6.75
Rare 3.33
Very rare 1.25

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 obtaining the move Surf. 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, 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 residing in the cave. In Unova, currents are also found in Route 17, which lead up to Route 18.

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.


Special tiles in the Pokémon games
Cave tileHoleIce tileLedgeMarsh tilePuddleSand tileSnow tile
Spin tileSoft soilTall grassTrapWarp tileWater tile
Dungeon tile


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.