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The Next Evolution Of Pokémon Battles

By aquizero on Mar 20 2013 05:02 PM
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Upcoming main-series 3DS Pokémon titles Pokémon X & Pokémon Y haven't received much news lately. This could be Nintendo’s attempt to make this year’s E3 (Electronic Entertainment Expo) even more exciting! While we impatiently wait for early June, I want to share my thoughts on potential enhancements to the battle mechanics that I would like to see for the 6th Generation of Pokémon titles.

Just how far has Pokémon battle mechanics progressed from Generation I to Generation V? For someone like me, who has played Pokémon games from every Generation, it's a nice refresher to visit the chronological list of changes. For someone new to the Pokémon series of video games, it could provide valuable insight and clarification for a better understanding. Below, I have listed changes that directly affect Pokémon battles, omitting the technological enhancements. Of course, it is always assumed that every new Generation introduces new Pokémon, abilities, and moves. For this reason, I left these out as well. Let’s get started, shall we?

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Generation II
  • Two new Pokémon types are introduced: Dark-type and Steel-type.
  • Pokémon can now hold items and use them in battle.
  • Weather conditions are introduced.
  • A Pokémon virus (Pokérus) is introduced.
Generation III
  • Pokémon Abilities are introduced.
  • Double Battles are introduced.
  • Weather conditions now present in the field and activate at the start of battle.
Generation IV
  • Moves are now categorized by Physical, Special, or Status.
  • Many Pokémon can now have one or even two possible Abilities.
Generation V
  • Hidden Abilities introduced
  • Pokémon Dream World-specific Hidden Abilities introduced.
  • Triple Battles and Rotation Battles introduced.
Looking back on how each new Generation brought new features, it's difficult to imagine playing a previous installment without them. The level of strategy really spiked in Generation III with the introduction of Pokémon abilities. I can’t be the only one that loves Pikachu with the Static-ability, can I? I also remember when Magnemite was just an Electric-type Pokémon. Fire-type moves and Fighting-type moves were never an issue for it back then. Ah, those were the good old days.

What would l like to see in Generation VI, to improve the current battle mechanics of Pokémon? I think that Pokémon stats make or break a battle. I would like to see a true happiness meter that affects not only evolution, but stats as well. Let me explain.

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Currently, you can raise the level of happiness for a Pokémon to help it evolve, i.e. Pichu evolves into Pikachu. Happiness can also be used to power up the move “Return.” Other than that, the level of happiness for a Pokémon is useless. Why not make it a more meaningful trait? If I choose to have my Starter Pokémon with me for my entire adventure, and it “loves” me, why not give it a boost in stats as it levels up? This will change the way people battle because the player will have more of a reason to really train certain Pokémon. This may also help to reduce using Rare Candies as a training method since their use offers no boost in stats.

To further expand on my idea, it would be wonderful if the boost in stats could compensate for specific Pokémon shortcomings. For example, I love Butterfree but it has horrible defense stats. A happiness meter could turn Butterfree into a more formidable and respectable opponent.

I want to hear what changes to the battle formula you would like to see in Generation VI. Do you like my idea? Sound off below!


About the Author

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Benjamin is a true gaymer. For nearly a decade, his interest in Nintendo has grown exponentially! He's not extremely skilled at any particular genre of games, but mostly enjoys RPG, strategy, and fighting games. His true obsession within the Nintendo universe is Pokémon, followed closely by Zelda. Ever since he watched the first episode of Pokémon, he's been hooked. To this day, he plays the main-series Pokémon games and watches the anime religiously. He's as close as it comes to being a Pokémon Master. His true passion for Nintendo makes him excited to write new topics for you!

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Comments: 2

I love Butterfree too. Many times I watched the episode where Ash says goodbye to his Butterfree, it's really emotional.

I think in addition to a work-heavy stat enhancement like the one you're suggesting that relates to happiness level (which I love and it would also explain Ash's Godlike Pikachu) it might be nice to have a completely random stat modifier. I was thinking it could be a hidden stat (like other certain hidden stats, one could use in-game mechanics to figure out what their Pokémon have) in an effort to create more stat diversity.

PastaFriend, on 21 March 2013 - 12:12 AM, said:

I love Butterfree too. Many times I watched the episode where Ash says goodbye to his Butterfree, it's really emotional.

I think in addition to a work-heavy stat enhancement like the one you're suggesting that relates to happiness level (which I love and it would also explain Ash's Godlike Pikachu) it might be nice to have a completely random stat modifier. I was thinking it could be a hidden stat (like other certain hidden stats, one could use in-game mechanics to figure out what their Pokémon have) in an effort to create more stat diversity.

Oh yes I loved that episode. I often wish Butterfree would come back in new episodes instead of just Charizard. The move list for Butterfree is much better than it was in season 1.

I agree, this mechanic would totally explain how Pikachu can be so incredibly strong! :)

Would you mean to replace the Red/Blue stats that we see based on the Pokemon's Nature? Making those stats "hidden"?