- This article is about the arcade game. For the manga, see Pokémon Battrio Mezase! Battrio Master.
(Japanese: ポケモンバトリオ Pokémon BATTRIO) is an arcade game in the vein of Pokémon Stadium or Pokémon Battle Revolution, in that the sole focus is on Pokémon battles. The game uses special pucks that affect which Pokémon can be used. The main gameplay difference is that three Pokémon are used on each side (a feature later introduced in Generation V), hence the name "Battrio", a contraction of the words "Battle" and "Trio".
Conceived as a joint venture between Takara Tomy and AQ Interactive, the development of Pokémon Battrio was announced on April 11, 2007 by Takara Tomy vice president Keita Satoh and AQ Interactive vice president Yoji Ishii. Marketed at a primary audience of 6-12 years, the battle system was stipulated to be much simpler when compared to the core release of Pokémon games. Battrio was originally scheduled to launch on July 14, 2007, but was pushed back to September 14 the same year.
Pokémon Battrio operates on a Triforce arcade system and uses cel-shaded graphics. The machine costs ¥100 to operate for each player; a random puck is also dispensed from the machine per coin inserted. The console itself has only two buttons for each player; an orange button that is used to cycle through options in the game, and a larger yellow button used to confirm commands and interact with certain gameplay mechanics. Above these are 4x4 grids that the pucks are placed on and manipulated, as their positioning directly influences the positioning of the Pokémon on the in-game battlefield. Between these grids in the center of the console is the infrared scanner used for scanning in pucks.
New mechanics are often introduced to keep the game alive, and as such, the system itself is upgraded to accommodate these new changes, as well as cosmetic changes to the interface.
- Pokémon Battrio was the launch version and proving ground for the games appeal.
- Pokémon Battrio Plus (Japanese: ポケモンバトリオプラス, stylized Pokémon Battrio +) was rolled out on January 25, 2008 in conjunction with release of the Mewtwo's Challenge expansion. The upgrade added minor changes to damage calculation and expanded the type table to cover all 17 elemental types.
- Pokémon Battrio Super (Japanese: ポケモンバトリオスーパー, stylized Pokémon Battrio S) was rolled out on July 19, 2008 in conjunction with the release of the Giratina Tremor expansion. The upgrade featured a major overhaul in terms of damage calculation, brought a number of new mechanics to enhance battle experience, and new battle modes to challenge players.
- Pokémon Battrio Zero (Japanese: ポケモンバトリオゼロ, stylized Pokémon Battrio 0) was rolled out on July 19, 2009 in conjunction with the release of the Arceus Advent expansion. The upgrade featured a re-designed interface, added more interaction within battles, and enhanced gameplay mechanics.
- Pokémon Battrio V (Japanese: ポケモンバトリオブイ) was rolled out on July 14, 2011 in conjunction with the release of the Black Thunder - White Fire expansion, and is the current version. The upgrade introduced Generation V Pokémon to Battrio and brought major changes in terms of gameplay interactivity, battle flow, and puck mechanics while discontinuing several older mechanics.
Pucks are integral to the gameplay of Pokémon Battrio, as at least one is required to play the game. The pucks themselves are made of high-quality plastic with a 40mm diameter and a thickness of 3.4mm. Each puck portrays one of the fictional Pokémon species along with a set of individual statistics such as Hit Points, Attack, Defense, and Speed, as well as elemental types and moves, just as they feature in the main series of Pokémon games. All of this data is stored on a microdot on the reverse of each puck, which is read into the game when it is positioned over the infrared scanner.
The stats displayed on the lower segment of each puck give a general indication as to how powerful a Pokémon is. The Attack (colored red) and Defense (colored blue) are displayed in blocks ranging from 1-5; 5 being more powerful than 1. This is only a rough indication, as each stat is a numerical value. Attack and Defense provide the base for all damage calculation in battles. The HP value in the center of these (above Defense prior to Battrio 0) shows how much a particular Pokémon will contribute to the overall HP of the team.
In Battrio 0, the upper segment also displays the Pokémon's Speed (colored light blue). The principle remains the same as Attack and Defense, though Speed determines how quickly a Pokémon can attack, and in Battrio 0, whether it attacks first or second.
There are also a number of stats not displayed on pucks that each Pokémon possesses. Cost is a value rated by stars and is proportionately linked to the puck rarity. Pokémon with higher costs are often more powerful and will therefore suffer more as a result of Exhaustion. Exhaustion is a graded numerical value based on the cost rating and determines how much Attack and Defense a Pokémon will lose once it has launched an attack. It may take several turns for the Pokémon to fully recover. The Critical Hit Ratio is also proportionately linked to puck rarity. Rarer more powerful Pokémon will have a lower Critical Hit Ratio compared to that of weaker ones. Successfully landing a Critical Hit will have 120% effectiveness. Some Pokémon may also have a Secret Power, which gives a small Attack or Defense bonus depending on their position of the field.
With the Battrio V upgrade, all stats are now displayed on the reverse of the puck - only Level is displayed on the front, which gives a rough indication as to Pokémon's strength. Attack and Defense remain colored red and blue respectively, but Speed is recolored green. Stats are now displayed in blocks ranging from 1-10, as opposed to 5. By reaching a certain level of type proficiency through battling, players with Memory Keys can take advantage of the new Level mechanic and "over-level" their Pokémon to increase their stats, as indicated by the yellow blocks on the reverse of the puck. All pucks also have an additional Feature, which usually involves the use of other pucks to activate bonuses. Hidden stats Cost, Exhaustion, Critical Hit Ratio, and Secret Power are no longer included on pucks from the Battrio V upgrade.
Types and moves
A Pokémon's type is indicated by the symbol to the left of the puck name on the upper segment. Its type determines what move types it will be weak against or resistant to in battle. The 17 elemental types featured in Pokémon Battrio are the same as those found in the main series Pokémon games, as well as their individual strengths and weaknesses. Notable type additions include the Full-Plate and Eleven-Plate, both of which are used exclusively on Arceus pucks, in relation to the plates that can be attached to it in the main series.
Each Pokémon has only one move, as opposed to four in the main series. From the Darkrai Invasion expansion onwards, the move is displayed to the right of the puck name on the upper segment. Prior to Battrio 0, moves were always of the same type as the Pokémon, but from the upgrade onwards, moves could be of types other than the Pokémon's type, allowing for more interesting battle tactics. The Great Gathering of Legendary & Mirage Pokémon! Explosive Double Moves expansion enhanced this further by introducing Pokémon that could be one of up to two types with two different moves.
Some pucks may also have a Bonus, which has a move or ability attributed to it. These are not displayed on pucks like the normal move and have a small effect on stats (either on the Pokémon using it or the target Pokémon) during damage calculation. Bonus was no longer included with pucks from the Battrio V upgrade.
As with most games that have a collection element, the pucks in Pokémon Battrio have several levels of rarity across each expansion, as more powerful Pokémon are inherently rarer than weaker ones. Rarity in Battrio is displayed by featuring the designs of different Poké Balls on the reverse of pucks, and their primary color schemes on the outer circumference on both sides. Each expansion features four core rarities: Normal, Super, Hyper, and Master, represented by a Poké Ball, Great Ball, Ultra Ball and Master Ball respectively. As the development of Battrio has continued, other Poké Ball designs have been used on special promotional pucks, or on secret pucks included in main expansions. Typically, all Hyper and Master pucks have holographic illustration. Some pucks, particularly in later Battrio 0 expansions had additional aesthetic enhancements such as translucent circumferences and glitter-treated circumferences.
With the Battrio V upgrade, rarity is indicated by stars on the front and reverse of the pucks. Single rarity pucks have no additional features; Double rarity pucks have translucent spin colors and a holographic illustration; Triple rarity pucks have glitter-treated circumferences and a holographic illustration. The table below lists the current rarities in Battrio.
|A Pokémon will randomly use a Support Move during damage calculation that inflicts a status effect on the target Pokémon or opposing team|
|A large berry will randomly drop on the field that is worth four normal berries|
|If a Pokémon is chosen as leader, the other two Pokémon on its side of the field are given a moderate HP boost|
|If a Pokémon is chosen as leader, the other two Pokémon on its side of the field are given a moderate attack boost|
|If a Pokémon is chosen as leader, the other two Pokémon on its side of the field are given a moderate defense boost|
|If a Pokémon is chosen as leader, the other two Pokémon on its side of the field are given a moderate speed boost|
Debuting in the Giratina Tremor expansion, Special Abilities can provide additional benefits for the team. Pokémon with Special Abilities are identified by the presence of an icon in the center of the upper segment of the puck. Initially only two Special Abilities were introduced; this was expanded to six with the Battrio 0 upgrade and the addition of Leader Abilities. A Pokémon designated as leader will activate its ability upon commencement of the battle. To the right is a table of the different Special Abilities Pokémon may have. Below is a list of status effects that Support Moves can inflict, four of which share similarities with status ailments in the core games.
Support Move effects
Special Abilities were no longer supported with the Battrio V upgrade.
|If Great Success is achieved during a battle, the Pokémon will gain a +40 Attack boost|
|If all Pokémon are on a Power Zone, all Pokémon gain a +30 stat boost respective to the type of Power Zone they occupy|
|The Pokémon will do more damage if the Fervor gauge is 1.5x or higher|
|The Pokémon gains a +25 Attack and Defense boost|
|Berries collected by the Pokémon will increase the Fervor gauge faster|
|If Advent is successfully triggered, the summoned Pokémon will do +80 more damage|
Debuting in the Mewtwo Awakening expansion, Awakening utilises existing gameplay elements in various ways to provide additional bonuses to Pokémon on the field. Pokémon with Awakening are identified by a colored name box with the ability above their name. A Pokémon may only have one Awakening ability, hence pucks from one expansion may have identical versions with different Awakening abilities. Two Awakening abilities were introduced in Mewtwo Awakening; two in Great Decisive Battle! Legendary Pokémon, and two in Endless Fierce Battle. The effects Awakening provide are listed in the adjacent table. Awakening was no longer supported with the Battrio V upgrade.
Puck colors and Spin colors
Introduced on pucks from Battrio V, pucks may have either a black or white base as opposed to the Poké Ball designs prior to the upgrade. Grouping pucks by their base color will determine which Legendary Pokémon is summoned if Advent is successfully triggered (see Gameplay). Having three pucks with black bases will summon Zekrom, whilst having three pucks with white bases will summon Reshiram. Pucks also have colored segments at three points of the circumference, which denotes their spin color. Spin colors are either green, red, or blue. Triple rarity pucks tend not to have Spin colors, these segments instead matching the color of the puck base. Grouping pucks by their spin color will allow the player to use Spin Attacks during the course of the battle.
Upon starting a battle, the player has 60 seconds to scan in up to three Battrio pucks using the infrared scanner in the center of the console. The data is then transferred and each respective Pokémon will appear on screen. If the player has only one or two pucks, the game will assign random Pokémon to make the deficit. Players can scan two pucks portraying the same Pokémon as long as they are different in terms of stats or abilties. One could have a Turtwig from Dialga and Palkia Clash and a Turtwig from Darkrai Invasion, but not two Turtwig from Dialga and Palkia Clash for example.
After scanning each puck, the player must then move them onto the 4x4 grid. When the player has finished scanning their pucks, the battle is ready to begin.
Prior to Battrio 0
Before the actual battle phase, there is a pre-battle period indicated by a time bar in which players can arrange the positions of their Pokémon on the field. From the Battrio S upgrade onwards, berries will also drop randomly on each side of the field that players can move their Pokémon over to collect and increase their Fervor Gauge (see Battling).
When individual pucks are positioned in the various "arrangements" detailed below, those Pokémon will gain a small Attack or Defense increase that may give them an edge in battle. Specific groups of Pokémon together on the field can also activate combo bonuses, typically those of an evolutionary line or related Legendary Pokémon.
|Attack Positions||Defense Positions|
|"Advancement"||"Flanking Attack"||"Sudden Attack"||"Retreat"||"Ambush"||"Iron Wall"|
- All Pokémon in the "Advancement Arrangement" gain +20 Attack.
- The two Pokémon closest to the center of the battlefield in the "Flanking Attack Arrangement" gain +25 Attack, followed by +10 Attack to the Pokémon at the back.
- The lead Pokémon in the "Sudden Attack Arrangement" gains +30 Attack, followed by +15 and +5 Attack respectively to the Pokémon behind.
- All Pokémon in the "Retreat Arrangement" gain +20 Defense.
- The two Pokémon furthest to the center in the "Ambush Arrangement" gain +25 Defense, followed by +10 Defense to the Pokémon at the front.
- The Pokémon furthest from the center in the "Iron Wall Arrangement" gains +30 Defense, followed by +15 and +5 Defense respectively to the Pokémon in front.
In Battrio 0
The Battrio 0 upgrade rejects the "arrangement" concept in favor of individual areas of the field called Power Zones that provide Attack or Defense bonuses, represented by red and blue areas respectively. The positions of Power Zones vary from field to field, but they remain fixed for the course of the match. White Power Zones may also appear during the course of the match that provides both an Attack and Defense bonus.
In Battrio V
The Battrio V upgrade no longer features the pre-battle period and the Power Zone mechanic. Battles are begun instead by the first Pokémon to accumulate enough berries to fill up their Berry Gauge, requiring the player to continually move and monitor the Pokémon they wish to use in battle.
Unlike Pokémon battles in the core games, the HP displayed on each puck is used to create one overall HP bar, as opposed to belonging to individual Pokémon. The way in which battles are conducted depends on the version of Pokémon Battrio the console is running.
In Battrio and Battrio +
The player going first then has 9 seconds to choose which Pokémon to attack with and choose the opponent Pokémon to attack. The values for the Attack of the attacking player's Pokémon and the Defense of the defending player's Pokémon are then shown. Additional bonuses such as those gained from arrangements, combos or type advantages are then added or subtracted from those values. The Pokémon that has the highest value at the end of the damage calculation then deals that amount of damage to the opponent player's HP. In the event of a tie, damage is dealt to both players.
In Battrio S
Battrio S gave a major overhaul in terms of damage calculation in battles. Instead of basing this off the greatest value, it is based on the difference between the Attack of the attacking player's Pokémon and the Defense of the defending player's Pokémon. Additional bonuses such as those mentioned above then come into effect. Support Moves, which activate randomly may also provide their effects at this stage. In Battrio S, collecting berries during the pre-battle period also provides a Berry Bonus to the Pokémon attacking. Each berry provides a +5 Attack bonus, and each Pokémon can collect up to 8 berries for a maximum bonus of +40. If a Pokémon has a Berry Special Ability, a large berry will randomly spawn that is worth four times that of a normal berry. After a Pokémon has attacked, all berries collected in the previous pre-battle period are reset. Cheering, again only present in Battrio S, adds small amounts to Attack/Defense by pressing the confirm button in a timely manner when prompted during damage calulation. Another new feature introduced in Battrio S was Fervor, which acts as a damage multiplier. The Fervor Gauge is present under the HP bar and can be filled by collecting berries that randomly appear during the pre-battle period between player's turns. Filling the gauge will increase Fervor by 0.5x increments up to a maximum of 4x, which can have a pivotal effect in damage calculation. The difference in damage is then dealt to the HP bar of the player who lost the battle.
In Battrio 0
Instead of players attacking in alternate rounds, both players attack per round with two consecutive battles. In previous versions the player simply selected one of their Pokémon on the field to attack with, now the stats for each Pokémon are displayed for both players and each player must select one of their Pokémon within the 9 second time limit. This method puts more emphasis on anticipating your opponent to try and gain an advantage.
The order of the attacks in each round is determined by the Pokémon with the highest Speed stat. As with previous versions, Attack/Defense bonuses, type advantages and Special Ability bonuses come into effect when calculating damage. A new feature in Battrio 0 is a bar that appears under the type icon of each Pokémon. The valid hit area of this bar depends on the type advantage/disadvantage of the attacking Pokémon, though the principle for each player remains the same: the closer to the center of the bar the marker is when the player hits the confirm button, the better the Attack or Defense bonus they will gain. Hitting the white line exactly in the center (called Great Success) gives a maximum boost. Once all of the calculations have been completed, the difference in damage is taken from the HP of the loser of that battle. The process then repeats for the slower of the two Pokémon.
Another new feature to Battrio 0 is Advent, which acts as a 'finishing move' of sorts. If a player is leading by a considerable margin, they can choose to activate Advent when the symbol appears below their HP bar, triggering a short animation in which they have to press the confirm button just as the two halves of the Advent symbol merge. Successfully triggering Advent will summon a random Pokémon to inflict extra damage to the opponent.
After a round of battles has been completed, there then follows another pre-battle period in which players can switch the positions of their Pokémon, followed by the next round. Players may use the same Pokémon to battle again in the next round, but it may suffer as a result of exhaustion. Pokémon affected by exhaustion are identified by sweat droplets by their name and receive a reduction in stats, therefore it is generally advisable to use the remaining team members before resorting to use Pokémon that have already participated in a battle.
In Battrio V
A Pokémon that fills its Berry Gauge will initiate a battle. Instead of choosing an opponent, the attacking Pokémon goes up against all three opponent Pokémon. Three slider bars similar to the one introduced in Battrio 0 will appear displaying the types of the participating Pokémon, though unlike Battrio 0 the hit area is uniform and is not influenced by type advantages/disadvantages. The player then has to hit the confirm button for each of these bars to determine if they will create a Danger Zone for their opponent to avoid. Hitting outside of the green area will not generate a Danger Zone; anywhere inside will generate a normal size Danger Zone. Hitting the red area (Great Success) will generate a larger than normal Danger Zone. The opponent then has just under three seconds to maneuver their pucks to avoid any Danger Zones before the attack commences. Danger Zones appear as circles with a red 'X', but change to red pointed circles with 'キケン' danger, when Pokémon stray into their path. The attack then commences, and damage is dealt to all three opposing Pokémon. Differences in Attack, Defense, type advantages/disadvantages and potential extra damage for Pokémon straying into Danger Zones is all taken into effect, but is not displayed as explicitly as previous Battrio versions. The total damage for all three Pokémon is displayed in the bottom corner of the screen and is the overall damage dealt to the opponent's HP bar. The process then continues until another Pokémon has filled its Berry Gauge.
For teams of Pokémon that have the same Spin colors, collecting berries will also fill up the Team Gauge. Filling the Team Gauge up to the point indicated by a colored puck will allow the player to perform a Spin Attack. While executing a Spin Attack, a player must move two pucks to the top of the grid out of the way and then begin moving their selected Pokémon in a circular motion on the grid. Speed and rhythm are important, as the opponent will also be spinning one of their pucks to counter the player's attack. As long as the player generates enough power as indicated on the spin gauge to keep their opponent from pushing their marker back behind the required point on the gauge, the Spin Attack will succeed. A successful Spin Attack will summon a Pokémon from a number of candidates based on the team's Spin color to deal additional damage to the opponent.
For teams of Pokémon that have the same base puck colors, filling the Team Gauge up to the point indicated by the Advent symbol will summon either Zekrom (black bases) or Reshiram (white bases). Summoning either will initiate a sequence in which the opponent has just under six seconds to avoid the Danger Zones of either Pokémon's pending attack. At the end of the countdown, the summoned Pokémon will unleash an attack (Bolt Strike for Zekrom, Blue Flare for Reshiram) dealing damage to the opponent.
Upon winning a certain amount of matches, players may also gain the ability to activate V Power in their next battle. V Power increases the rate at which berries are dropped on the player's side of the field, allowing them to fill up their Berry Gauges and Team Gauge faster.
The game continues until the HP of one player is depleted, thus concluding the match. Winning in battles earns the player money to spend in-game on various items and increases type experience, relative to the types of the Pokémon used in the battle.
Pokémon Battrio features a number of ways to battle in an array of battle modes.
- Versus: The simplest way to get into Battrio is to have a single round VS match against a computer-controlled opponent or against a second player using the 2P section of the arcade machine. As of Battrio V, there is an introduction tutorial from the main menu.
- Adventure: In Adventure mode, the player can choose an avatar from several different Trainer designs and participate in stage-based battles against CPU opponents. Opponents get more difficult as the player progresses. Boss Trainers may also be encountered along the way, akin to Gym Leaders from the main series Pokémon games. This mode is no longer supported in Battrio V.
- Battrio Tower: Introduced in the Battrio 0 upgrade, Battrio Tower is designed to be the ultimate test of skill as players are challenged to climb the tower and reach the top. Each floor has one Trainer with a set team of Pokémon (some floors may instead have a Pokémon that leads its own team), each one becoming progressively difficult as the Tower is climbed. Initially, Battrio Tower consisted of 100 floors. This was increased to 250 floors following the release of Challenging the Myths, again to 400 floors with the release of Mewtwo Awakening, and finally to 999 floors with the release of Great Decisive Battle! Legendary Pokémon. This mode bears some similarities to the various Battle Towers in many of the main series games.
- Challenge Battle: Also introduced in the Battrio 0 upgrade, Challenge Battles are designed to test a player's knowledge of different Pokémon and their capabilities. Each round has one Trainer with a set team, often featuring a particularly powerful Pokémon, and a pre-selected team of Pokémon for the player to use. There is often a certain strategy players must discover when competing in Challenge Battles. This mode is similar to the various challenges found on Battle CDs from Pokémon XD: Gale of Darkness. This mode is no longer supported in Battrio V.
- Battrio Stadium: Introduced in the Battrio V upgrade, players face straight battles against Trainers until they quit or lose. Players can choose to face Normal or Strong opponents depending on their skill level. Players using Memory Keys can also participate in V Battles by getting four consecutive wins, in which they face a tough Trainer with V Power activated.
- Shop: The Shop can be accessed between battles in any game mode and can be used to purchase useful items that may aid the player with money they earn from participating in battles. Items include but are not limited to: various Potions that refill a percentage of the HP bar; damage multiplier bonuses that are immediate upon starting a battle; a token that allows the player to activate Advent at any time during a battle, and; the ability to upgrade the experience level of an elemental type.
Memory Keys (Japanese: メモリーキー Memory Key) are memory-saving devices that are inserted into the arcade console. Sold at a retail price of about ¥600, while they are not necessary in order to play the game, they become essential for progressing through some modes.
Memory Keys allow players to select an avatar from a number of Trainer designs and name it, becoming their profile for all battles undertaken whilst the Memory Key is plugged in the console. The Memory Key keeps track of wins/losses, money earned, items obtained, experience levels of elemental types, and progress in game modes. It also has an LCD screen that players can view several of their stats on without having to plug it into the console. The screen can display the current experience level of each elemental type by scrolling along the symbols on the screen, the player's current money total, medals earned in game modes, and their current floor in Battrio Tower.
Memory Keys are available in various different colors including the standard red or blue, and various Pokémon-themed color schemes, which generally tie-in with puck expansion releases.
There are currently 273 Pokémon available for use in Battrio in 20 expansion sets, plus promotional pucks and a reprint set.
- Arceus Advent
- Ho-Oh and Lugia Soar
- Decisive Battle! Kyogre and Groudon
- Sky-Tearing Rayquaza
- Challenging the Myths
- Mewtwo Awakening
- Great Decisive Battle! Legendary Pokémon
- Endless Fierce Battle
- Great Gathering of Legendary & Mirage Pokémon! Explosive Double Moves
- Great Gathering of Legendary & Mirage Pokémon! Transforming Forme Change