Battles, catching, and healing: building and caring for your team

How do I build and care for my team?

How battles work

Battles are turn-based. You and your opponent each pick a move; moves cost PP, and when both moves of a companion run out you must switch or use an Ether. Wild encounters happen in tall grass and similar terrain; trainer battles start by talking to trainers like Trainer Rowan on the first map.

Winning battles is how companions grow. Losing is not fatal: your party is healed back at the last center, but you lose the battle and any progress toward catching that wild companion.

Catching companions

Weaken a wild companion first—lower HP means a better catch chance—then throw a ball from your bag. Poké Balls are the cheap option; Great Balls catch more reliably. You get your first balls from the tutorial, and shops in town sell more.

Caught companions join your party if there is room, otherwise they go to storage. You can reorganize your party from the menu between battles.

Healing and care

Pokémon centers heal your whole party for free—walk in and talk to the attendant. Potions (24 HP), Super Potions (50 HP), and Hyper Potions (120 HP) heal in the field or mid-battle; Revive wakes a fainted companion at half HP; Ether restores 10 PP to both moves.

Repel keeps wild encounters away for 100 steps when you are low on supplies and just want to cross a map.

Sensible early team

Pick your starter from the guide, catch two or three wild companions on the first two maps, and keep one companion with a status or utility move in the front. Buy a few Potions and at least one Revive before pushing into the ruins or the coast.

Common stumbling points

  • Running out of PP mid-route is the most common wipe cause—carry an Ether.
  • Throwing balls at full-HP wild companions wastes money; weaken first.
  • Export is blocked during an active battle; finish the battle, then export.

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