Water tile

Revision as of 00:13, 16 March 2016 by Abcboy (talk | contribs)

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, Generation V, and Generation VI, the player may also use Dive to go underwater in deep water.

Hilda surfing on a river in Route 6

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

  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
RBY
   
GSC
 
RSE
           
FRLG
     
DP
   
HGSS
     


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


  This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.