Battles follow the main-series rules: the standard damage formula, the full eighteen-type chart, IVs from 0 to 31, EVs up to 252, natures, stat stages from -6 to +6, priority, and abilities that trigger on switch-in, on contact and at the end of a turn.
Status↑
| Status | Effect |
|---|---|
| Burn | Damage each turn; physical attack halved. Fire types cannot be burned. |
| Poison | Damage each turn. Poison and Steel types are immune. |
| Paralysis | Speed cut; a chance to lose the turn. Electric types are immune. |
| Sleep | No moves for two to four turns. Grass types are immune to powder moves specifically. |
| Freeze | No moves until thawed. Ice types cannot be frozen. |
Weather and terrain↑
Rain, sun, sandstorm, hail and snow all change damage and can chip away at the Pokémon on the field. Weather normally lasts five turns, or eight if the summoner holds the matching rock (Heat Rock, Damp Rock, Smooth Rock, Icy Rock).
Gimmicks↑
Mega Evolution is in the game and has its own section below. Terastallization, Dynamax and Z-Moves are not.
Running out of Pokémon↑
Losing a battle costs 10% of your money and heals your team, so the loop never dead-ends. Catching a Pokémon ends the battle without healing anybody — the damage your team took is kept.