
The Evolution of Pokémon Battle Systems: What Changed Over 30 Years?
As the old Pokémon tradition goes: if two trainers' eyes meet, it's time to battle. In my time as a Pokémon trainer from the glorious days of Pokémon Red , I've seen many things change in the mainline titles from art style, to gameplay, to narrative direction. Today, Pokémon is deeply entrenched in the gaming universe, approaching its tenth generation, and it is only natural that Game Freak continues to adapt the series for a modern audience. Battle modes and combat mechanics have come and gone over the years, with some making their mark in Pokémon history, while others have not been as memorable. We've also seen the Pokémon Legends titles pioneer a shift away from the traditional turn-based, linear RPG that the series has been known for. The journey has not been a stroll through the Viridian Forest, but ultimately it has led to the progressively active combat, more open-world RPG that Pokémon is today.
Where It All Started
In the early days of Pokémon Red/Blue/Green/Yellow , the games started out with a strictly turn-based combat system. The options from the battle menu were: Fight, Pokémon, Item, and Run, and the fastest Pokémon attacked first.
The main challenges were managing the Pokémon's health, hit points (HP), and the number of times a move could be used, power points (PP). Switching out Pokémon for better type advantages and the like were viable strategies, but it was generally straightforward once you learned the match-ups.
Players were only able to fight in single battles, and trainers couldn't be battled again once defeated, with the exception of the Elite Four. Pokémon also couldn't hold items in this generation. Since turn-based combat allowed players all the time in the world to decide on their next move, I found that early Pokémon games felt more relaxed compared to more complex RPGs with faster-paced combat.
[caption id="attachment_185155" align="aligncenter" width="320"] The good old days.[/caption]
Double Battles and Other Battle Modes
By the third generation, new combat mechanics were in place for more engaging Pokémon battles. Held items (introduced in Generation II) and Pokémon abilities added extra layers of complexity for players to consider during combat. Trainers could also be rematched. Building on the previous generation, the Physical/Special split in Generation IV's Pokémon Diamond/Pearl was a radical change that separated out a Pokémon's move property from its move type. For instance, before Generation IV, all grass moves were considered special moves. With the change, moves such as Vine Whip, became a physical grass type move, and greatly increased the viability of many Pokémon in battle.
Perhaps the biggest feature was the addition of the Double Battle system in Pokémon Ruby/Sapphire/Emerald . Although still turn-based, allowing players to battle with two Pokémon at once meant move scope mattered for the first time, as players now had to anticipate the incoming moves of both enemy Pokémon, and even their own allies. For example, in a Double Battle, players have to be wary of Earthquake's ability to hit allies, meaning it may be advantageous to pair ground type with a flying type, or with a Pokémon with the Levitate ability. Additionally, synergies became another big part of the combat, where the two Pokémon from the same trainer could interact with each other, allowing one to buff the other and so on.
Double Battles opened up so many new possibilities and were a very successful system that it is still the default battle format for Pokémon VGC (Video Game Championships) to this day. It has also returned in other Pokémon titles after Pokémon Ruby/Sapphire/Emerald , with Pokémon Colosseum and XD: Gale of Darkness featuring primarily Double Battles.
Continuing to innovate, Pokémon Black/White brought Triple Battles and Rotation Battles to the table. The formats were quite tedious, and I wasn't the biggest fan of either one. However, they were well received by many , particularly Triple Battles, with the main complaint being their scarcity in-game, leading many to believe that these concepts weren't fully explored, and therefore contributed to lower popularity than Double Battles.
Similarly, other styles of battles were explored in Pokémon X/Y . As the name suggests, Sky Battles were limited to only flying Pokémon or Pokémon that had the Levitate ability. Inverse Battles, where the types and weaknesses of Pokémon were reversed, also made for a unique style of battling. Unfortunately, while these mechanics attracted some attention, they suffered the same fate as Triple Battles and Rotation Battles. They have not been carried forward to newer games as of yet.
Pokémon Sword/Shield introduced one of my favourite battle modes: Max Raid Battles. These were multiplayer battles where players sent out Pokémon each to fight in a team against a 'boss' Pokémon, in an effort to defeat and catch them. Up until now, players haven't been able to team up in a raid together, only battling together at other battle facilities like the Battle Frontier or Battle Tower. The battles are more lively but still turn-based, with players having up to ten turns to complete the battle. Pokémon in this generation can also become "Dynamax" Pokémon, a bigger version of themselves with powerful moves for a limited time.
[caption id="attachment_185137" align="aligncenter" width="640"] A Max Raid battle against a Lycanroc.[/caption]
The Rise of New Combat Mechanics: Mega Evolutions, Z-Moves, and the Style System
Another big feature of the Pokémon X/Y games were Mega Evolutions, where a Pokémon temporarily evolves to a different form if it's holding a special stone. The new form can change the Pokémon's appearance, stats, and typing. Each Pokémon that has the potential to Mega Evolve must hold a unique Mega Stone to achieve this form of evolution. This new combat mechanic changed battle tactics once again, as trainers were encouraged to see familiar Pokémon in a new light.
Z-Moves were a big mechanic in Pokémon Sun/Moon . Once per battle, players could use an upgraded version of a move, not dissimilar to using an ultimate ability in other RPG games. Z-Moves didn't take off as much as Mega Evolutions did, though, and I suspect it's because it was underpowered. Having one powerful move didn't feel like it could turn the tide of the battle the way a well-timed Mega Evolution could.
Despite changing some battle modes and adding new combat mechanics, Pokémon battles were starting to feel lackluster. Pokémon Legends: Arceus's experimental combat system is a daring overhaul that paid off. Still leaning towards turn-based combat, the Style System was implemented and was so different that many players initially thought the game was a spin-off. Players could stack moves for the first time by strategically using Agile or Strong style mechanics, creating a more dynamic flow of battle. To accommodate the change in combat, familiar mechanics such as abilities and natures were removed. Additionally, the world was open, trainers could black out from taking damage in the overworld, stealth was rewarded, and side quests were introduced as part of the gameplay loop in Pokémon Legends: Arceus , removing some of that linearity that previous Pokémon games had.
No one really knew what to expect when Pokémon Legends: Arceus came out, myself included, but the outcome from its 2022 release has been largely positive . This game was a step in a different direction that many long-time fans wanted to see. It felt like a branching evolution chain in the franchise, not without its flaws, but a welcome and bolder change from the largely stale combat and generational tweaks to the same formula that had existed since Generation III.
[caption id="attachment_185138" align="aligncenter" width="640"] Pokémon Legends: Arceus displays turn order and options for Agile or Strong styles by toggling between L & R.[/caption]
The Leap of Faith into Active Combat
After a revamped combat system in Pokémon Legends: Arceus , we saw Pokémon Scarlet/Violet return to a similar, turn-based combat system, much to the disappointment of fans like myself. Pokémon Scarlet/Violet mostly felt disjointed and almost a step backwards after the fresh combat system of Pokémon Legends: Arceus . It did, however, feature a new mechanic called Tera Raids. Tera Raids were real-time, co-op boss battles, iterating on the Max Raid Battles in Pokémon Sword/Shield . Players fight the "Terastallized" Pokémon together with a shared HP bar, but are free to input their moves in real time without waiting for other players' turns. Pokémon that are knocked out can respawn back into the fight in a matter of seconds. The overall sentiment for the Pokémon Scarlet/Violet games was mixed, and I put the least hours into Pokémon Violet than any other game in the series.
This finally brings us to the latest game, Pokémon Legends: Z-A , released in 2025. It is the biggest departure from every other mainline title, as it is the first game to have all battles in real-time combat. Trainers and Pokémon are expected to block or dodge incoming attacks, and like Pokémon Legends: Arceus , trainers can black out from sustaining too much damage, but this time during combat. Moves are back on a cooldown system, while Mega Evolutions have returned as a core mechanic, allowing Pokémon to hold items again, though abilities have fallen by the wayside and been removed. In the battle zones, avoiding eye contact with trainers is encouraged. Side quests also comprise a huge part of Pokémon Legends: Z-A , a conscious effort to make the world (or city) feel open. Suffice to say, the combat in Pokémon Legends: Z-A beats to the sound of a different, much faster drum, and I am relieved to see it pair pretty seamlessly with Mega Evolution battles.
[caption id="attachment_185139" align="aligncenter" width="640"] Pokémon Legends: Z-A battles are in real time, with moves, party and other information easily accessible in the heat of the fight.[/caption]
What Will the Next Adventure Be?
It has been a wild journey throughout the decades, and I'm excited to see what happens next, in particular, whether the series will continue down the active RPG route. While I have largely enjoyed the refreshing combat system and how it interacts with game mechanics like Mega Evolution, I have found it to be over-stimulating at the best of times. I can't help but miss the slower-paced battles that I've come to grow and love over the decades. It remains to be seen which direction Pokémon will go in, but it is my hope that the combat experience continues to evolve to be the best that it can be.
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