Gym (GO): Difference between revisions

577 bytes added ,  3 February 2019
→‎Gym Battles: updating some info
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==Gym Battles==
==Gym Battles==
[[File:Ice Beam GO.png|thumb|150px|A Pokémon battle at a Gym]]
[[File:Ice Beam GO.png|thumb|150px|A Pokémon battle at a Gym]]
In Pokémon GO, battles can only be conducted at Gyms between Trainers on opposing Teams. Battles are not turn-based, and they are conducted between a player and a computer-controlled opponent and have a time limit of 100 seconds per defender. Defending Pokémon are battled in sequence, from the oldest defender to the newest.  
In Pokémon GO, battles can be conducted at Gyms between Trainers on opposing teams. Battles are not turn-based, and they are conducted between a player and a computer-controlled opponent and have a time limit of 100 seconds per defender. Defending Pokémon are battled in sequence, from the oldest defender to the newest.  


When battling a gym, the player selects a team of six Pokémon of their own to battle against the defending Pokémon. If all of the player's Pokémon faint or time runs out, they lose the Gym battle. If all of the Gym's defending Pokémon faint, the challenger wins the Gym battle. Each defending Pokémon defeated will award [[Trainer level|XP]] to both the player and their associated Gym's badge.
When battling a gym, the player selects a team of six Pokémon of their own to battle against the defending Pokémon. Each defending Pokémon defeated will award [[Trainer level|XP]] to both the player and their associated Gym's badge. Defeating only one defending Pokémon counts as a victory towards earning [[List of Medals in Pokémon GO|medals]] and completing certain [[Field Research]] tasks, regardless of how many of the player's Pokémon fainted.  


Battling at a Gym decreases a Pokémon's motivation (and CP) for future battles, making them easier to defeat next time they are battled. Once an opposing Pokémon's motivation is reduced to zero, they are [[KO|knocked out]] of the Gym and return to their Trainer with zero [[HP]].
Whenever a Pokémon is placed into a Gym to defend it, it will have a heart-shaped gauge that measures its motivation, which is used to determine the defender's CP in battle. A Pokémon at 100% motivation will have 100% of its total CP when challenged. Initially, a Pokémon placed into a Gym will have about 92% motivation.


After defeating a Pokémon, the player has ten seconds to decide if they want to battle the next defender. They can also leave it and the battle will end, but it won't be considered as a Player's defeat.
Battling at a Gym decreases a defending Pokémon's motivation (and CP) for future battles, by about 28%, making it easier to defeat next time it's battled. Once an opposing Pokémon's motivation is reduced to zero, it is [[KO|knocked out]] of the Gym and return to their Trainer with zero [[HP]]. If a defending Pokémon is victorious, the timer expires, or the challenger flees, the defender will still lose a small percentage of its total motivation (about 1.6%).
 
After defeating a Pokémon, the player has ten seconds to decide if they want to battle the next defender. They can also leave it and the battle will end, but it won't be considered as a player's defeat. If the player chooses to re-battle again, they will again start by battling the first defender in the lineup.  


During Gym battles, the player's Pokémon will take damage, lowering their HP and potentially causing them to faint. Battle-damaged Pokémon can have their HP and consciousness restored with healing items, such as [[Revive]]s and [[Potion]]s.
During Gym battles, the player's Pokémon will take damage, lowering their HP and potentially causing them to faint. Battle-damaged Pokémon can have their HP and consciousness restored with healing items, such as [[Revive]]s and [[Potion]]s.


Players can work together to challenge, with the defending Pokémon's HP being shared between players. An icon with a number will appear underneath the countdown timer of the screen indicating the number of players currently fighting that Gym. Up to 20 trainers can battle together.
Players can work together to challenge, with the defending Pokémon's HP being shared between players. An icon with a number will appear underneath the countdown timer of the screen indicating the number of players currently fighting that Gym. Up to 20 trainers can battle together. Challengers who have high [[Friends (GO)|friendship]] levels with each other will deal extra damage per attack.  


===Battle mechanics===
===Battle mechanics===
Battles are shown with the Gym's Pokémon at the middle of a circular arena with the attacking Pokémon at the circle's edge.
Battles are shown with the Gym's Pokémon at the middle of a circular arena with the attacking Pokémon at the circle's edge.


Each Pokémon has three stats which are relevant to Pokémon battles: its HP, its Attack, and its Defense. A Pokémon's {{DL|Statistic|CP|Combat Power}} (CP) is derived from those three stats. A Pokémon loses HP when it is hit by attacks, and faints when its HP is depleted. Damage dealt by attacks is mostly determined by the user's Attack stat, the target's Defense stat, and the attack's power.
Each Pokémon has three stats which are relevant to Pokémon battles: HP, Attack, and Defense. A Pokémon's {{DL|Statistic|CP|Combat Power}} (CP) is derived from those three stats. A Pokémon loses HP when it is hit by attacks, and faints when its HP is depleted. Damage dealt by attacks is mostly determined by the user's Attack stat, the target's Defense stat, and the attack's power.


Additionally, [[Type#In Pokémon GO|special type effectiveness rules]] apply in Pokémon GO; type effectiveness is derived from the [[type chart]] in the [[Generation VI]] core series games, but there are no immunities and different multipliers. The [[same-type attack bonus]] is applied, giving a 25% boost to moves of the same type as the user.
:''See also: [[Damage#Pokémon GO|Damage → Pokémon GO]]
 
Additionally, [[Type#In Pokémon GO|special type effectiveness rules]] apply in Pokémon GO; type effectiveness is derived from the [[type chart]] in the [[Generation VI]] core series games, but there are no immunities and different multipliers. The [[same-type attack bonus]] is applied, giving a 20% boost to moves of the same type as the user.


During a battle, the player can forfeit or switch Pokémon by tapping the buttons at the bottom-right of the screen. Forfeiting counts as a loss, but the number of Pokémon defeated before forfeiting determines the change in their motivation.
During a battle, the player can forfeit or switch Pokémon by tapping the buttons at the bottom-right of the screen. Forfeiting counts as a loss, but the number of Pokémon defeated before forfeiting determines the change in their motivation.
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=====Dodging=====
=====Dodging=====
When a Pokémon is about to use an attack, swiping to the left or right can cause the player's Pokémon to dodge the attack for 0.5 seconds. A dodged attack will deal 75% less damage. Since every attack has a certain damage window within its duration, timing plays a large role in the total amount of damage dodged.
When a Pokémon is about to use an attack, swiping to the left or right can cause the player's Pokémon to dodge the attack for 0.5 seconds. A successfully dodged attack, performed within an attack's damage window, will deal 75% less damage.


=====Fast Attacks=====
=====Fast Attacks=====
The challenging Pokémon can use a Fast Attack at any time during a battle simply by tapping the screen. Using a Fast Attack charges the Charged Attack meter.
The challenging Pokémon can use a Fast Attack at any time during a battle simply by tapping the screen. Using a Fast Attack charges up {{OBP|energy|GO}} for Charged Attacks.  


=====Charged Attacks=====
=====Charged Attacks=====
Using a Charged Attack requires consuming one bar of the Charged Attack meter. There is also a wind-up period between commanding the Charged Attack and executing it, leaving the Pokémon open to enemy attacks.
Using a Charged Attack requires consuming one bar of the energy meter. There is also a wind-up period between commanding the Charged Attack and executing it, usually longer than that of a Fast Attack, leaving the Pokémon open to enemy attacks.
 
The Charged Attack meter is empty when the Pokémon is sent out (even if it previously battled but was switched out), and is filled by using Fast Attacks or taking damage from the opponent. If the Pokémon is remaining active after it was just victorious in the previous battle, the Charged Attack meter is retained. The Charged Attack meter is displayed at the bottom of the screen below the button which activates the Charged Attack.


The amount of the Charged Attack meter that is consumed by an attack depends on the number of bar segments for that move (visible on the status screen). Charged Attacks with more bar segments use less of the meter for a single use, so can be used more frequently than Charged Attacks with fewer bar segments.
The energy meter is empty when the Pokémon is sent out (even if it previously battled but was switched out), and is filled by using Fast Attacks or taking damage from the opponent. If the Pokémon is remaining active after it was just victorious in the previous battle, the Charged Attack meter is retained. The energy meter is displayed at the bottom of the screen below the button which activates the Charged Attack.


Typically, the power of a Charged Attack is inversely related to the number of bars in its meter. For example, a weak Charged Attack like {{m|Vice Grip}} with a power of 35 has 3 bars, whereas a strong Charged Attack like {{m|Hyper Beam}} has a power of 120 and 1 bar. Consequently, weaker Charged Attacks can typically be used more frequently than stronger ones.
The amount of energy required by a Charged Attack depends on the number of bar segments for that move (visible on the status screen). Charged Attacks with more bar segments use less energy for a single use, so can be used more frequently than Charged Attacks with fewer bar segments. Typically, Charged Attacks with higher power require more energy per use. Consequently, weaker Charged Attacks can typically be used more frequently than stronger ones.


Previously, Charged Attacks appeared in the top right of the screen below a Pokémon's HP and was activated by holding down on the screen.
Previously, Charged Attacks appeared in the top right of the screen below a Pokémon's HP and was activated by holding down on the screen.