Pokémon Idle Battlegrounds
Silverwood Meadow
Pokémon
Game rules & help
Choose your first companion from nine Poké Balls, grouped by Kanto, Johto and Hoenn. All generations share the same world. There are 365 ordinary Pokémon from Generations 1–3 to encounter, including starter families and evolved forms. Legendary, Mythical and later-generation evolution species are reserved for future features.
Explore 99 locations across ten level chapters. Locations unlock permanently when your highest Pokémon reaches their minimum level. The starting area is Lv. 1 only; other locations span two or three levels, with overlapping habitat choices. Earlier locations remain available. New partners begin at Lv. 1. Wild levels never exceed your highest level. Fire, Water, snow, caves and other habitats recur throughout the world. Common, uncommon, rare and very rare also seed each species’ capture difficulty. Higher wild levels are harder to catch.
Both sides choose the least-used ready, useful move this battle; equipped slots 1–4 break ties. Wild Pokémon put a reliable selected attack first when available. After a complete move sequence, including animation recovery and return movement, each Pokémon waits one combat second before its next move. Cooldowns continue during this gap; pauses and battle speed apply. The opening move has no extra delay, and locked or called move sequences keep their special rules. Damage uses physical/special stats, typing, same-type bonuses, accuracy and critical hits. Moves use cooldowns instead of PP. Learning uses Scarlet/Violet level-up data with an explicit BDSP fallback. TM, egg and tutor acquisition are future features. Moves without a useful supported combat context stay hidden; Magikarp and Abra may need shared XP before gaining an attack.
Victory gives 1 + floor(wild level / 5) coins. Base XP is 8 + 4 × wild level. Compare the wild level with the strongest deployed teammate: three or more levels lower gives standard XP; two lower gives +50%, one lower +100%, equal +150%, one higher +200%, two higher +250%, three higher +300%, four higher +350%, and five or more higher +400% (5× total XP). The bonus applies before sharing equally among unique encounter participants, including fainted lineup members. A stronger teammate joining raises the reference level; removing or switching teammates cannot lower it during that fight. Near my level follows the current lineup and shows unlocked locations overlapping two levels below through five above; location labels show possible XP bonuses. Up to six lineup members unlock permanently at highest levels 1, 3, 6, 10, 15 and 20; one member fights at a time. All species use the same XP requirement at each level. Early levels stay unchanged; the smooth progression curve targets about 28 solo equal-level wins at level 10, 200 at level 50 and 1,000 at level 90, from zero XP. Sharing XP among lineup members increases their battle count. Existing Pokémon keep their levels and percentage toward the next level. Level cap is 100, and level-ups restore full HP. Wipes return the lineup to camp without coin or maximum-HP penalties.
Everyone, including fainted and benched partners, recovers 10% of normal maximum HP every 10 real seconds at camp, or 5% per real minute in the field. Recovery also accrues while away at the last saved rate. Potions work at 0 HP; Potion restores 80 and Super Potion restores 240. Wild and owned Pokémon have four times the original calculated HP, except Shedinja at 1 HP. Combat damage, healing and costs based on a percentage of current or maximum HP use one-quarter of their original percentage. Damage-based drain/recoil, HP-amount special moves and deliberate knockouts keep their existing rules. Level-ups still fully heal. There are no offline battles or rewards.
Wins leave capturable targets at 1 HP. Open Catch to inspect the Pokémon and choose a ball; opening does not spend a ball. Each target allows up to ten balls before escape, with its existing 60-second pause-aware expiry. Choose 1, 5 or 10 balls; quantities shrink as attempts run out. The full selected batch is spent even on an early catch, and its outcome is saved before one shared animation. Quick is a strong first throw only; Repeat helps previously collected species; Master guarantees capture. Stronger balls unlock at higher levels and cost more. Catching preserves the wild level and equipped set, and joins at 1 HP. Captures can fail. Pause and inspection freeze target expiry. Duplicate species and additional starters are allowed.
Evolution is optional and preserves the individual and legal moves. Ordinary level and stone requirements apply. Trade-only evolutions use level 40, or 60 for former item-assisted trades. Friendship evolutions retain the game's 220-point threshold and fresh level-up requirement. Wild item-evolved forms appear later, around levels 50–65. Tyrogue uses its actual Attack/Defense branch; Wurmple's branch is stable. Nincada may also create Shedinja when a lineup slot and one Poké Ball are available; the evolution preview tells you when a ball will be used.
Existing adventures are backed up and migrated. An optional reset suggestion never resets without pressing RESET GAME SAVE; choose NO! to keep your updated adventure. Export a backup before clearing browser storage.
Sources: PokéAPI data · SpriteCollab art