Pokémon battle: Difference between revisions

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(→‎Fight: Mention struggle, missing a turn)
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Selecting "Fight" will bring up another menu which allows the player to choose which of his or her Pokémon's current [[move]]s is to be used during the turn. Depending on its remaining {{PP}}, a move may or may not be able to be selected; at least 1 PP is required to select the move. If all moves have 0 PP, the Pokémon will use {{m|Struggle}}.
Selecting "Fight" will bring up another menu which allows the player to choose which of his or her Pokémon's current [[move]]s is to be used during the turn. Depending on its remaining {{PP}}, a move may or may not be able to be selected; at least 1 PP is required to select the move. If all moves have 0 PP, the Pokémon will use {{m|Struggle}}.


Once both sides have selected the moves they will use, the Pokémon currently in battle will make each of their moves in turn, with the Pokémon with the highest {{stat|Speed}} [[statistic|stat]] going first, and the one with the lowest Speed stat going last, unless {{m|Trick Room}} has been used, in which case the slowest Pokémon will go first. Depending on the moves used, items held by individual Pokémon, and [[status condition]]s, this progression may be altered. Moves like {{m|Quick Attack}} having an increased [[priority]] and items like [[Iron Ball]] slow down the Pokémon that holds it. A Pokémon may lose a turn if it {{status|flinch}}es or suffers from {{status|paralysis}} or {{status|sleep}}; if the opposing Pokemon {{status|protection|protect}}s itself or is {{status|semi-invulnerable|off the field}}; or if a move {{stat|accuracy|misses}} or is otherwise affected by a status condition.
Once both sides have selected the moves they will use, the Pokémon currently in battle will make each of their moves in turn, with the Pokémon with the highest {{stat|Speed}} [[statistic|stat]] going first, and the one with the lowest Speed stat going last, unless {{m|Trick Room}} has been used, in which case the slowest Pokémon will go first. Depending on the moves used, items held by individual Pokémon, and [[status condition]]s, this progression may be altered. Moves like {{m|Quick Attack}} have an increased [[priority]] and items like [[Iron Ball]] slow down the Pokémon that holds it. A Pokémon may lose a turn if it {{status|flinch}}es or suffers from {{status|paralysis}} or {{status|sleep}}; if the opposing Pokemon {{status|protection|protect}}s itself or is {{status|semi-invulnerable|off the field}}; or if a move {{stat|accuracy|misses}} or is otherwise affected by a status condition.


As each Pokémon makes its move, a Pokémon may [[fainting|faint]] if its {{stat|HP}} reaches 0. If this occurs, another Pokémon must be switched in to replace it in battle for the battle to continue. This switch occurs before the turn ends in Generations {{Gen|I}}, {{Gen|II}}, and {{Gen|III}}, but after the end of the turn in [[Generation IV]] and on, resulting in a slightly different strategy for Double Battles between Generation III and Generation IV.
As each Pokémon makes its move, a Pokémon may [[fainting|faint]] if its {{stat|HP}} reaches 0. If this occurs, another Pokémon must be switched in to replace it in battle for the battle to continue. This switch occurs before the turn ends in Generations {{Gen|I}}, {{Gen|II}}, and {{Gen|III}}, but after the end of the turn in [[Generation IV]] and on, resulting in a slightly different strategy for Double Battles between Generation III and Generation IV.
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