Environment
Environment (Japanese: 場所 location) is a mechanic in the core series, side series, and Pokémon Mystery Dungeon games that allows the background and surface to change depending on where the battle takes place.
The environment affects the moves Camouflage, Nature Power, and Secret Power; the cloak that Burmy changes to after battle; and the effectiveness of the Dusk Ball.
The mechanic was introduced in the Generation III games, debuting in Pokémon Ruby and Sapphire. It was also used in Pokémon Colosseum, Pokémon XD, and Pokémon Battle Revolution. The last game to use them was Pokémon Brilliant Diamond and Shining Pearl. In Pokémon Legends: Arceus and Pokémon Scarlet and Violet, battles take place directly in the overworld, so there are no longer distinct battle environments; in these games, none of the moves affected by the environment are usable.
Terminology
There have been multiple names for this mechanic across the games.
Japanese
「場所」 (location) is used in all main series games' descriptions of the moves.
「ちけい」 (terrain) is used in Mystery Dungeon games' descriptions of the moves, prior to Gates to Infinity.
「ふうけい」 (scenery) is used in Mystery Dungeon games' descriptions of the moves, Gates to Infinity onwards.
English
In Generation III, the term has been translated as "location" in Hoenn- and Orre-based games, as well as the description of Nature Power in FireRed and LeafGreen. In the description of Camouflage and Secret Power, it is instead called "terrain".
Generation IV onwards, the term has been translated as "environment".
In Mystery Dungeon, it is called "terrain" prior to Gates to Infinity, and "scenery" Gates to Infinity onwards.
In core series
Broadly, the environment in battle is based on the location of that battle. This can take into account the tile the player is standing on, the location the player is in, and the method of initiating the battle, among other factors. Special battles (such as villainous team bosses, Gym Leaders, etc.) often override the environment that would be otherwise used.
Environments are also used in other features, such as Pokémon Refresh and Pokémon Camp. The environments of these features are determined in the same way as the environment for battles.
Structure
The environment consists of two primary components: the background and platform. Starting in Generation VI, there is also a third component of battle environments: distant objects—the same background can appear in different locations, but with different objects visible in the distance, such as a mountain or island.
In Generation III, the background and platform are tied together; every platform corresponds to exactly one background, and vice versa. Starting in Generation IV, the platforms and background are separated; the platform is usually determined by the tile the player is standing on when the battle starts, while the background is usually determined by both the location and the battle type. For tiles that do not correspond to any particular platform, the default platform for that background is used.
In Pokémon Brilliant Diamond and Shining Pearl, environments are a single contiguous piece (without independent platforms or backgrounds). Every location has two backgrounds: one for land and one for water. Certain Trainers override the default environment for their locations, such as several Trainers on the clifftop on Route 205; however, due to an oversight, Trainers who have different parties in rematches often fail to overwrite the environment during rematches, so fall back to using the default environment for the area.[1]
Appearance
From Generation III to VI, platforms are rendered as circular discs under the battling Pokémon. From Generation III to V, in Double and Triple Battles, all Pokémon on each side of the field share the same platform. In Generation VI, the size of the platform depends on the Pokémon standing on it; in these games, each Pokémon has its own platform in Double and Triple Battles, shapes joining these platforms together on each side of the field. In Rotation Battles, a special platform with arrows on it is used.
In Generation VI, certain types of battles do not use platforms at all, such as Gym Leader battles, Elite Four battles, Horde Battles, Sky Battles, and Link Battles (except Rotation Link Battles).
In Generation VII and Pokémon Sword and Shield, platforms instead encompass the entire surface of the battlefield, as well as some nearby background objects. There is no longer a clear division between the platform and the background.
Starting in Generation IV, the appearance of the environment is also affected by the in-game time of day. In Generation V, the season affects tiles in the overworld, which in turn affects which environments are used as well as their appearance.
Effects
In Generation III, the platform and background are linked, so the combined environment determines environmental effects. Palette swaps do not impact environmental effects.
From Generation IV to V, environmental effects are determined by the platform and background. In Generation VI, environmental effects are determined by the background. In Generation VII and Pokémon Sword and Shield, environmental effects are determined by the battlefield.
In Pokémon Brilliant Diamond and Shining Pearl, environments are atomic, so directly determine environmental effects.
Natural objects
- Main article: Natural object
In Pokémon X and Y, in many areas it is possible for a natural object to appear behind an opponent in a wild or Trainer battle. These objects can be hit by certain moves that can target multiple Pokémon. If the object is hit, it will break or drop Berries and remain in that state until the end of the battle, when the player will pick up an item in the aftermath of the battle.
If a natural object can appear in an area, a raised platform will be visible behind the opponent.
Determination
Generation III
In Generation III, the process for determining which environment to use is complex. The process is summarized below:
- Try to determine the environment using the tile the player is standing on:
- Tall grass: Tall grass environment
- Long grass: Long grass environment
- Beach sand, deep sandRSE, or shallow waterFRLG: Sand environment
- Otherwise, if the location is not a city, town or land route, determine the environment based on the map type:
- Cave or other subterrainian location:
- If the player is standing on an indoor tile (e.g. New Mauville), use the building environment
- If the player is standing on a water tile, use the pond environment
- Otherwise, use the cave environment
- Indoor area or Secret Base: Use the building environment
- Underwater: Use the underwater environment
- Water route: Use the seawater environment if the player is on a water tile, otherwise use the plain environment
- Cave or other subterrainian location:
- Otherwise, again try to determine the environment using the tile the player is standing on:
- Deep or ocean water: seawater environment
- Pond water: pond environment
- Mountain tile: mountain environment
- Bridge tile and the player is currently surfing: pond environment if it is a pond bridge, seawater environment if it is an ocean bridge
- Otherwise, if the player is currently on Route 113RSE, use the sand environment
- Otherwise, if the weather is currently a sandstormRSE, use the sand environment
- Otherwise, use a plain environment
The above process always determines the functional effects of the environment. However, some battles can change the visual appearance of the background. The Kyogre, Groudon, and RayquazaE battles load in a custom background. Additionally, certain battles modify the color palette of the selected environment; battles that can do this are:
- Gym Leaders
- Elite Four and Champion rooms
- Villainous team hideouts
- Battle Tower, Battle Frontier, and Trainer Tower
- Link battles
- e-Card battles
- Secret Bases
- All battles in Pokémon Tower, Tanoby Ruins, Tanoby Key
- All battles in Pokémon Mansion, Rocket Hideout, Rocket Warehouse, Kanto Power Plant
List of environments
Generation III
Ruby, Sapphire and Emerald
Where | Secret Power | Nature Power | Camouflage | Picture |
---|---|---|---|---|
Aquatic areas | ||||
Pond water Sea water (in caves) |
lowers Speed one stage (BubbleBeam animation) |
BubbleBeam | Water | |
Sea water (except caves) | lowers Attack one stage (Surf animation) |
Surf | Water | |
Underwater | lowers Defense one stage (Waterfall animation) |
Hydro Pump | Water | |
Building areas | ||||
Other indoor places | causes paralysis (Strength animation) |
Swift | Normal | |
Aqua Hideout | causes paralysis (Strength animation) |
Swift | Normal | |
Magma HideoutR | causes paralysis (Strength animation) |
Swift | Normal | |
Battle Tower/Frontier Link battles Secret Bases e-Reader card battles |
causes paralysis (Strength animation) |
Swift | Normal | |
Gyms | causes paralysis (Strength animation) |
Swift | Normal | |
Sidney's room | causes paralysis (Strength animation) |
Swift | Normal | |
Phoebe's room | causes paralysis (Strength animation) |
Swift | Normal | |
Glacia's room | causes paralysis (Strength animation) |
Swift | Normal | |
Drake's room | causes paralysis (Strength animation) |
Swift | Normal | |
Steven's room | causes paralysis (Strength animation) |
Swift | Normal | |
Wallace's room | causes paralysis (Strength animation) |
Swift | Normal | |
Cave areas | ||||
Caves Sky Pillar |
causes flinching (Bite animation) |
Shadow Ball | Rock | |
Grassy areas | ||||
Long grass | causes sleep (Magical Leaf animation) |
Razor Leaf | Grass | |
Tall grass | causes poison (Needle Arm animation) |
Stun Spore | Grass | |
Mountainous areas | ||||
Mountainous terrain | causes confusion (Rock Throw animation) |
Rock Slide | Rock | |
Plain areas | ||||
Outdoor tiles that don't fit any category | causes paralysis (Slam animation) |
Swift | Normal | |
Sandy areas | ||||
Beach and desert sand Ash |
lowers accuracy one stage (Mud Shot animation) |
Earthquake | Ground | |
Special battle areas | ||||
Groudon battle | causes flinching (Bite animation) |
Shadow Ball | Rock | |
Kyogre battle | causes flinching (Bite animation) |
Shadow Ball | Rock | |
Rayquaza battleE | causes paralysis (Slam animation) |
Swift | Normal |
FireRed and LeafGreen
Where | Secret Power | Nature Power | Camouflage | Picture |
---|---|---|---|---|
Aquatic areas | ||||
Pond water Sea water (caves) |
lowers Speed one stage (BubbleBeam animation) |
BubbleBeam | Water | |
Sea water (except S.S. Anne and caves) | lowers Attack one stage (Surf animation) |
Surf | Water | |
Building areas | ||||
Oak's Lab S.S. Anne (including outside and the water) Celadon Game Corner Silph Co. |
causes paralysis (Strength animation) |
Swift | Normal | |
Pokémon Tower Tanoby Chambers |
causes paralysis (Strength animation) |
Swift | Normal | |
Rocket Hideout Power Plant Cinnabar Mansion Rocket Warehouse |
causes paralysis (Strength animation) |
Swift | Normal | |
Trainer Tower Link battles |
causes paralysis (Strength animation) |
Swift | Normal | |
Gyms | causes paralysis (Strength animation) |
Swift | Normal | |
Lorelei's room | causes paralysis (Strength animation) |
Swift | Normal | |
Bruno's room | causes paralysis (Strength animation) |
Swift | Normal | |
Agatha's room | causes paralysis (Strength animation) |
Swift | Normal | |
Lance's room | causes paralysis (Strength animation) |
Swift | Normal | |
Blue's room | causes paralysis (Strength animation) |
Swift | Normal | |
Cave areas | ||||
Caves Moltres battle |
causes flinching (Bite animation) |
Shadow Ball | Rock | |
Grassy areas | ||||
Tall grass | causes poison (Needle Arm animation) |
Stun Spore | Grass | |
Mountainous areas | ||||
Mountainous terrain (except Moltres battle) | causes confusion (Rock Throw animation) |
Rock Slide | Rock | |
Plain areas | ||||
Outdoor tiles that don't fit any category | causes paralysis (Slam animation) |
Swift | Normal | |
Sandy areas | ||||
Beach sand | lowers accuracy one stage (Mud Shot animation) |
Earthquake | Ground |
Generation IV
Generation V
Where | Secret Power | Nature Power | Camouflage | Burmy cloak | Picture | |
---|---|---|---|---|---|---|
BW | B2W2 | |||||
Aquatic areas | ||||||
Fishing Surfing |
lowers Attack one stage (Water Pulse animation) |
Hydro Pump | Water | Plant | ||
Shallow water | lowers Attack one stage (Water Pulse animation) |
Hydro Pump | Water | Sandy | ||
Puddles (everywhere but Icirrus City, Route 8 and Moor of Icirrus) |
lowers Attack one stage (Water Pulse animation) |
Hydro Pump | Water | Plant | ||
Building areas | ||||||
Inside buildings Mesprit battle |
causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | ||
Shauntal's room | causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | ||
Grimsley's room | causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | ||
Caitlin's room | causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | ||
Marshal's room | causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | ||
N's Castle | causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | ||
Pokéstar Studios | causes paralysis (Body Slam animation) |
Tri Attack | Normal | N/A | N/A | |
PWT | causes paralysis (Body Slam animation) |
Tri Attack | Normal | N/A | N/A | |
Black Tower (Areas 1-2) | causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | N/A | |
Black Tower (Areas 3-5) | causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | N/A | |
Black Tower (Areas 6-9) | causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | N/A | |
Black Tower (Area 10) | causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | N/A | |
Cave areas | ||||||
Caves | causes flinching (Rock Throw animation) |
Rock Slide | Rock | Sandy | ||
Rough terrain in Victory RoadBW | causes flinching (Rock Throw animation) |
Rock Slide | Rock | Sandy | N/A | |
White Treehollow | causes flinching (Rock Throw animation) |
Rock Slide | Rock | Trash | N/A | |
Grassy areas | ||||||
Grassy tiles | causes sleep (Needle Arm animation) |
Seed Bomb | Grass | Plant | ||
Tall grass Hidden Grottoes |
causes sleep (Needle Arm animation) |
Seed Bomb | Grass | Plant | ||
Snowy tall grass | causes sleep (Needle Arm animation) |
Seed Bomb | Grass | Plant | ||
Icy areas | ||||||
Ice tiles | causes freeze (Ice Shard animation) |
Ice Beam | Ice | Plant | ||
Link battle areas | ||||||
Link battle | lowers accuracy one stage (Mud-Slap animation) |
Earthquake | Ground | N/A | ||
Pokémon World Championships | causes paralysis (Body Slam animation) |
Tri Attack | Normal | N/A | ||
Marsh areas | ||||||
Puddles (Icirrus City, Route 8 and Moor of Icirrus) | lowers Speed one stage (Mud Shot animation) |
Mud Bomb | Ground | Plant | ||
Mountainous areas | ||||||
Route path on Route 10 and 23 Twist Mountain, Reversal Mountain Mountainous part of Victory RoadB2W2 Stone terrain on Route 23 |
lowers accuracy one stage (Mud-Slap animation) |
Earthquake | Ground | Sandy | ||
Plain areas | ||||||
Route paths, rough terrain like on Route 15 | lowers accuracy one stage (Mud-Slap animation) |
Earthquake | Ground | Sandy | ||
Leaves | lowers accuracy one stage (Mud-Slap animation) |
Earthquake | Ground | Sandy | N/A | |
Sandy areas | ||||||
Beach and desert sand | lowers accuracy one stage (Mud-Slap animation) |
Earthquake | Ground | Sandy | ||
Snowy areas | ||||||
Snow tiles | causes freeze (Avalanche animation) |
Blizzard | Ice | Sandy | ||
Special battle areas | ||||||
Top of Dragonspiral Tower Alder'sBW/Iris'sB2W2 room |
causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | ||
Kyurem caveB2W2 | lowers accuracy one stage (Mud-Slap animation) |
Earthquake | Ground | Trash | N/A | |
Urban areas | ||||||
Man-made outdoor tiles (like bridges or asphalt road) |
causes paralysis (Body Slam animation) |
Tri Attack | Normal | Trash | ||
Asphalt road in Pinwheel Forest | causes paralysis (Body Slam animation) |
Tri Attack | Normal | Plant |
Generation VI
Generation VII
In side series
List of environments
Colosseum
In spin-offs
Red/Blue Rescue Team
Explorers of Time, Darkness, and Sky
Adventure Squad
To do.
Gates to Infinity
Super Mystery Dungeon
This section is incomplete. Please feel free to edit this section to add missing information and complete it. |
- To check: story bosses
- Island of Isolation, Prism Bridge
Rescue Team DX
Although many dungeons use the same tilesets as in original, some use different ones. Here are known tilesets:
- Tiny Woods + Purity Forest 1-20 + Rock Maze
- Thunderwave Cave + Fairy Maze
- Mt. Steel 1-5
- Mt. Steel 6-8 + Wish Cave 50-59 + Psychic Maze
- Sinister Woods 1-12 + Uproar Forest + Purity Forest 21-40
- Silent Chasm + Water Maze
- Mt. Thunder
- Mt. Thunder Peak 1-2
- Great Canyon + Mt. Faraway 40-59 + Ice Maze
- Lapis Cave + Far-Off Sea 1-15 + Wish Cave 60-69 + Dragon Maze
- Rock Path + Solar Cave 1-9 + Wish Cave 40-49 + Oddity Cave 4-5
- Mt. Blaze + Mt. Blaze Peak 1-2 + Magma Cavern 1-7
- Snow Path + Mt. Faraway 1-29 + Northern Range 12-24
- Frosty Forest + Heart of the Frosty Forest 1-4 + Northwind Field 1-14
- Mt. Freeze + Mt. Freeze Peak 1-4
- Magma Cavern 8-23 + Fiery Field
- Magma Cavern Pit 1-2
- Sky Tower + Sky Tower Summit 1-8
- Howling Forest + Oddity Cave 1-3
- Stormy Sea 1-19 + Silver Trench 1-30 + Grand Sea 1-14 + Far-Off Sea 16-30 + Marvelous Sea 1-8 + Fantasy Strait 1-11
- Stormy Sea 20-39 + Silver Trench 31-60 + Grand Sea 15-30 + Far-Off Sea 31-50 + Marvelous Sea 9-18 + Fantasy Strait 12-25
- Silver Trench 61-98 + Far-Off Sea 51-75 + Electric Maze
- Meteor Cave
- Lightning Field
- Northwind Field 15-30 + Wyvern Hill 15-30
- Mt. Faraway 30-39
- Western Cave 1-9 + Steel Maze
- Western Cave 10-15 + Bug Maze
- Western Cave 16-20 + Solar Cave 10-20 + Grass Maze
- Northern Range 1-11 + Wish Cave 30-39
- Pitfall Valley + Purity Forest 61-80 + Dark Maze
- Buried Relic 1-14, 16-20, 35 (Registeel) + Darknight Relic 6-10 + Fire Maze
- Buried Relic 15 (Regirock), 21-24, 26-34, 36-50 + Ghost Maze
- Buried Relic 25 (Regice), 51-99, Darknight Relic 11-15
- Wish Cave 1-9
- Wish Cave 10-19 + Unown Relic + Ground Maze
- Wish Cave 20-29 + Joyous Tower
- Wish Cave 70-79 + Southern Cavern 24-50 + Oddity Cave 6-8
- Wish Cave 80-99 + Illusory Grotto (all?) + Bug Maze
- Murky Cave
- Wyvern Hill 1-14 + Remains Island + Purity Forest 80-99 + Fighting Maze
- Desert Region
- Southern Cavern 1-24
- Darknight Relic 1-5
- Waterfall Pond
- Purity Forest 41-60 + Flying Maze
- Normal Maze
In other languages
Location/terrain/environment
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Terrain
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Scenery
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References
This game-related article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |