It's real time. Your Pokémon fight on their own. You step in when you want to.
Call a move with the four move buttons. The fill shows its cooldown; a glow means it's ready and in range. A called move fires as soon as the current attack ends.
Switch by tapping a Pokémon on your bench. When one faints, you pick who comes in next.
Manual control: press Auto to switch to Manual and steer your Pokémon yourself or by dragging on the arena. It then only attacks when you press a move, and only dodges when you press Dodge: a quick dash the way you steer, once every 1.5 s. Press Manual again to hand it back.
Auto attacks: on Auto your Pokémon also picks its own moves. Don't want that? Turn off Auto attacks for me under your trainer (top right): it then still moves and dodges by itself, but only uses the moves you press.
Limited moves: a healing move restores 30% of max HP, and each Pokémon can heal twice in a battle. A stat-raising move (Swords Dance, Curse…) works twice each time a Pokémon is out: switch it out and back in to use it again. Protect waits 3 s longer after each use, back to 7 s on a switch.
Guard, on Auto and Manual: your Pokémon braces for half a second. Catch a hit in that window and it takes 65% less damage and little knockback, for as long as that attack keeps hitting (a whole Hyper Beam). It can't start once you're already being hit. On Manual a caught hit lets you guard again at once; a miss means a 3 s wait. Auto waits 3 s either way, and also guards by itself now and then, unless you turn off Auto guard for me under your trainer (top right).
Mega Evolve (or Greninja's Battle Bond) once per battle, while the Pokémon you chose is out.
Time limit: 4 minutes for 3v3, 7 for 6v6 (the clock at the top counts down). In the last quarter it turns into sudden death: every hit grows stronger, up to 4× at the end. If time still runs out, the team with more HP left wins.
Keys and controller: plug in a controller (Xbox, PlayStation, Switch Pro…) and press a button to battle with it. Change what every key and button does under .
Leaving a match: your team keeps fighting on its own, but if you're not back when it ends, you lose.
How stats and moves work
Damage works as in the games: physical moves use Attack against Defense, special moves Sp. Atk against Sp. Def, with type matchups and a 1.5× bonus for a move of the user's own type. Critical hits (1 in 20) do 1.5×.
Speed doesn't shorten cooldowns. A faster Pokémon runs around the arena faster and is more likely to dodge an attack it sees coming (about Speed ÷ 260: roughly half the time at 130 Speed).
Cooldown: every move has its own wait before it can be used again, shown on its card and as the fill on its button. Stronger moves wait longer.
Reach: how far from the target a move can be used: close, mid range or long range (across the arena). A move button glows when the target is within its reach.
Accuracy is aim. Attacks are real shots, beams and lunges: they miss when the target moves out of the way or dodges. Moves marked can't be dodged always land.
Evasion (Double Team) makes decoys: an attack can hit a decoy instead of the Pokémon.
Stat changes last until the Pokémon switches out: +1 is 1.5×, +2 is 2× and so on. Stat-raising moves work twice per stay on the field.
Weather (Rain Dance, Sunny Day, Sandstorm, Hail) lasts 15 seconds: rain powers up Water moves and weakens Fire, sun the other way round, sand and hail chip HP every 3 seconds.
Flinching is a brief stagger, and only when the target isn't in the middle of a move.
Status: a burn chips HP every 3 seconds and halves physical damage; poison chips more (Toxic more each time); paralysis makes the Pokémon move at about half speed, and 1 in 5 of its moves fails; sleep stops it for 2.5–5 seconds.
No gimmick picked
Practice vs bot
Pick how tough. No rating on the line.
Recent battles
Replays are deleted 24 hours after the battle. To keep one, open it and download it with Share video.
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