Caught Pokémon: Difference between revisions

→‎In the spin-off games: Added UNITE section, copied parts from Poke Ball (which will be removed shortly)
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(→‎In the spin-off games: Added UNITE section, copied parts from Poke Ball (which will be removed shortly))
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===Sega Pico series===
===Sega Pico series===
In [[Pokémon Advanced Generation: I've Begun Hiragana and Katakana!]], if the player successfully draws a sequence of hiragana or katakana, there is a short anime-style cutscene where {{Ash}} catches one of the available Pokémon.
In [[Pokémon Advanced Generation: I've Begun Hiragana and Katakana!]], if the player successfully draws a sequence of hiragana or katakana, there is a short anime-style cutscene where {{Ash}} catches one of the available Pokémon.
===Pokémon UNITE===
In {{g|UNITE}}, players gain the ability to use Pokémon by obtaining their Unite License, so traditionally Pokémon are not captured in order to be trained. However, during Unite Battles, [[wild Pokémon]] are spread across the field. When they are [[fainting|defeated]], Trainers catch them using their [[Poké Ball|Unite Ball]]. (This happens automattically, with no input and no chance of failure) This allows the Unite Ball to store the [[Aeos energy]] that the wild Pokémon had. The stored energy is used to score goals at [[goal zone]]s. In PvE Battles, wild Pokémon are still captured in this way, albiet no Aeos energy is collected because there is not a scoring mechanic.
Certain kinds of battles do allow Trainers to catch Pokémon in a more traditional sense, then command them in battle.
*In [[Mer Stadium|Mer Stadium's Catch 'Em Battles]], certain wild Pokémon have a white glow around them. When these Pokémon are defeated and captured, the player can send them out from their Unite Ball to temporarily take the place of their selected Pokémon (This action is called [[switch out|"swap"]]) Only the most recently defeated Pokémon can be sent out in this manner, and this function replaces the Trainer's {{DL|Pokémon UNITE|Battle Items|Battle Item}}. Additionally, after enough time has passed, the Battle Item will return to normal and that Pokémon will not be able to be switched into battle. If the captured Pokémon is sent out, a timer is set. When that timer elapses or the Pokémon faints, the Trainer's original Pokémon is sent back into battle from its Poké Ball. Defeating a wild Pokémon while currently using a Caught Pokémon does not allow the player to switch to the defeated wild Pokémon.
*In [[Shivre City (Panic Parade)|Panic Parade]], certain wild Pokémon have a white glow around them and a [[Poké Ball|Aeos Ball]] icon over their heads. When these Pokémon are defeated and captured, the player can send them out from their Unite Ball. This function replaces the Trainer's {{DL|Pokémon UNITE|Battle Items|Battle Item}}, and after using the Battle Item will return to normal. (Although "normal" in Panic Parade means no Battle Item at all.) If another item is picked up or another capturable Pokémon is captured, the first Pokémon is lost.
**After sending out a Pokémon, it will move toward the closest opposing Pokémon, then use its [[Unite Move]] against them. Afterward, it is automatically recalled from the battle. The sent out Pokémon have [[HP]], but usually leave play before that can run out. <!-- There's no way to test this, but uh, anyone know what happens if that health does run out? --!>


==In the anime==
==In the anime==
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