Pokémon Idle Battlegrounds
Silverwood Meadow
Pokémon
Game rules & help
Damage uses physical or special stats, same-type bonus ×1.5, type matchups ×0 / ¼ / ½ / 1 / 2 / 4, critical hits, move accuracy, and a random 85–100% damage roll. Pokémon choose useful equipped moves automatically. Moves have cooldowns instead of PP. Abilities and status effects follow the Generation VII baseline with real-time adaptations.
Each win gives half the defeated Pokémon’s level in coins, rounded up (minimum 1). XP is 8 + 4 × enemy level, split among deployed encounter participants. Team slots unlock permanently at levels 3 and 7. Win one battle to unlock the second stage. Later stages unlock when any owned Pokémon reaches their minimum level; Fern Hollow opens at level 6. Choose an unlocked stage below the battleground to start a battle. Level cap: 100. Leveling up fully restores that Pokémon’s HP. Seventeen stages span five chapters and wild levels 1–40. Open Stats & moves to see evolution requirements and choose Evolve when ready; evolution is optional and preserves equipped moves. Your first encounter is a level-1 Caterpie. Later wild levels scale up to the strongest deployed partner within the stage's level band.
Every owned partner, including fainted and benched ones, recovers 10% of normal max HP every 10 real seconds at camp, or 5% per real minute in the field. Healing also accrues while you are away at the last saved rate and is applied when you return, up to full HP. Fractional HP accumulates. A full team wipe returns you to camp without losing coins or reducing maximum HP. Pause only affects combat.
Subdued wild Pokémon remain alive at 1 HP for 60 seconds. Poké Balls use the Generation VII ordinary four-check capture formula with species catch rates and status bonuses. A caught partner keeps its level and joins at 1 HP. Captures may fail. The sixteen newest targets stay available while you explore.
Only the chosen starter joins this save. Wild species across five chapters can be caught, with duplicates allowed. Poliwag learns Water Gun at level 1 in this demo to ensure it can attack. Shop prices, XP, cooldowns, recovery, subdued captures and injuries are demo rules. Potions also work at 0 HP, reviving the Pokémon. Potion restores 20 HP; Super Potion restores 60 HP.
Evolution follows ordinary forms and Generation VII requirements. Level evolutions become available at their listed level. Friendship rises with level-ups (+5 below 100, +3 below 200, +2 thereafter); Golbat needs 220 friendship and a level-up. Trade evolutions use a local camp trade-and-return service. Evolution items are consumed once. Supported moves from earlier forms stay learned; this demo uses 114 supported moves. Gender and night conditions apply where required. Hold the evolution item before leveling up when requested.
HP and rewards save locally. Reloading returns you to camp; no offline battles or free healing. Everyone recovers while you are away. Export a backup before clearing browser storage.
Sources: Capture formula · Potions · Cached USUM species and moves