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.
All selected teammates share one automatic battlefield, up to 6v6. Team slots unlock at highest levels 1, 3, 6, 10, 15 and 20. Selected fainted partners still count toward the wild group size. Targeting favors nearby useful opponents with some randomness; melee closes distance and ranged attacks use their existing reach. Offensive moves do not hit teammates. Team and move edits take effect next encounter.
Each defeated wild grants its existing XP pool: base 8 + 4 × wild level, with +50% per level from two below the strongest starting teammate through five above, capped at +400%. Its XP is divided only among teammates alive at that defeat. Fainted teammates miss later shares; revived teammates can earn again. Earned XP is saved immediately and levels/healing apply at encounter end. A full clear with a survivor pays the sum of independently rolled coins for every wild, using its wild-level band (1–12: 1–3; 13–20: 2–6; 21–34: 3–9; 35–49: 4–16; 50–64: 6–24; 65–74: 8–32; 75–89: 12–48; 90–100: 16–64) and one stage win. Losses, draws, timeout, retreat and interrupted battles keep earned XP and capture targets but pay no victory coins. Reloading an unfinished fight returns to camp. XP requirements, the level-100 cap and the 240-combat-second timeout are unchanged.
Everyone recovers 10% of normal maximum HP every 10 real seconds only at camp, including offline time saved at camp. There is no passive field or battle healing. Potion heals 80 HP and Super Potion heals 240 HP, for living partners only. Revive unlocks at highest level 35, costs 5,000 coins and restores a fainted partner to 50% HP; repeated uses share a separate 10-real-second cooldown. A revived starting teammate rejoins the current fight. Wild and owned HP uses the current level-based scaling, with Shedinja at 1 HP. Existing HP-percentage combat effects remain quartered. Level-ups heal after the encounter. There are no offline battles or rewards.
Shop prices are fixed: Poké Ball 80, Great 400, Quick 1,200, Ultra 2,000, Repeat 3,000 and guaranteed Master 75,000 coins. Potion costs 80, Super Potion 200, purchasable evolution stones 2,500 (Sun Stone 4,000). At the average reward, 1,000 level-10 defeats fund 25 Poké Balls before healing; a Master Ball requires about 2,500 level-75 defeats. These are defeat budgets, not measured farming times. Existing item unlocks and effects are unchanged.
Every defeated wild immediately leaves an individual capture target at 1 HP, even if the encounter is later lost. The catch list holds 24 targets; overflow removes the oldest remaining target with a notice. 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