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Pokémon battle

45 bytes added, 07:38, 21 December 2018
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In the games, the main battle screen will have four options: Fight, Bag, Pokémon, and Run. Depending on which of these is selected, a different menu will appear, or the battle may end. These same four options will appear no matter what kind of battle the player is in, be it with a wild Pokémon, an NPC, or another player via link battle. Battles are conducted in a turn-based manner. The Pokémon to take action first is determined by the [[priority]] of their action, then the {{status|Speed}} of the Pokémon.
In the core series games, except [[Wild Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], normally when the player encounters area usually[[wild followedPokémon]] bythey battlesbattle betweenthat Pokémon. (In Let's Go, Pikachu! and Let's Go, Eevee!, as well as in the wild[[Safari PokémonZone]] and [[Pal Park]] in other core series games, the trainerplayer whohas encounteredthe opportunity to catch the wild Pokémon but cannot battle it.) A battle between two trainersTrainers starts when they make eye contact, which players can do by interacting with the other trainerTrainer.
When a Pokémon [[Fainting|faints]] in battle, it may cause its opponent to gain [[experience]] or [[effort values]]. After all of either side's Pokémon have been defeated, the battle has been won, and the loser must pay out some amount of money to the winner, determined based on the level of the Pokémon and [[Trainer class|type of Trainer]] defeated. In the core series games, if the player's Pokémon have all been defeated, he or she will [[black out]] (in [[Generation I]] and since [[Generation IV]]) or white out (in [[Generation II]] and [[Generation III]]), and be teleported back to the most recent [[Pokémon Center]] that was visited, or to his or her home, if a Pokémon Center has not yet been visited.
Selecting "Fight" will bring up another menu which allows the player to choose which of his or her Pokémon's current [[move]]s is to be used during the turn. Depending on its remaining {{PP}}, a move may or may not be able to be selected; at least 1 PP is required to select the move. If all moves have 0 PP or are not usable for another reason, the Pokémon will use {{m|Struggle}}.
Once both sides have selected the moves they will use, the Pokémon currently in battle will make each of their moves in turn, with the move with the highest [[priority]] going first, and the one with the lowest priority going last. If multiple Pokémon moveuse withinmoves of the same priority bracket, then they will move in order of decreasing {{stat|Speed}}, unless {{m|Trick Room}} hasis beenin usedeffect, in which case the slowest Pokémon will go first. Depending on the moves used, items held by individual Pokémon, and [[status condition]]s, this progression may be altered. Moves like {{m|Quick Attack}} have an increased priority and items like [[Iron Ball]] slow down the Pokémon that holds it. A Pokémon may be unable to move if it's is immobilized by a status condition such as {{status|flinchparalysis}} or another status effect such as {{status|paralysisflinch}}ing, theit moveis itunable selectedto wasuse preventedto bymove due to an effect such as {{m|Taunt}} or {{m|Disable}}, or it [[obedience|disobeys]] its trainerTrainer.
As each Pokémon makes its move, a Pokémon may [[fainting|faint]] if its {{stat|HP}} reaches 0. If this occurs, another Pokémon must be switched in to replace it in battle for the battle to continue. This switch occurs before the turn ends in Generations {{Gen|I}}, {{Gen|II}}, and {{Gen|III}}, but after the end of the turn in [[Generation IV]] and on, resulting in a slightly different strategy for Double Battles between Generation III and Generation IV.

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