Campaign entry / Choose your colors
Choose an army.
Break nine strongholds.
Build the squad, read the route, and survive ten operations of real-time tactical battles.
Fire Army selected. Free browser campaign · saves on this device · keyboard and touch.
Gameplay trailer / current build
The Pokémon you know and love. The war you’ve never seen.
Choose an army and commander, then watch live campaign footage: node selection, real-time squad warfare, recruitment, a stronghold battle, and the Darkrai anomaly.
- 01Choose an armyCommit to one of ten doctrines.
- 02Create a commanderName them and choose their field portrait.
- 03Fight enemiesFormation and timing shape live combat.
- 04Capture recruitsWin the contact. Choose the throw.
- 05Break the bossXL strongholds test the full company.
- 06Heed the warningA legendary anomaly enters the operation.
Route selection, elite combat, and the stronghold fight are live captures from the current playable build. The anomaly beat preserves the authentic Arc 3 Darkrai warning and exact in-game silhouette.
Your orders / campaign brief
Four arcs. Ten operations. No second campaign life.
You enlist as a trainer-soldier with two randomized faction recruits. Read each operation map, choose the contacts you can survive, and carry nine captured insignias into one final operation.
- ARC 01Private
Operations 1–3. Establish the faction core. Musoka reinforces XL battles.
- ARC 02Lieutenant
Operations 4–6. The squad cap rises; campaign pressure follows.
- ARC 03Captain
Operations 7–9. Your own company fields up to nine. Musoka is gone.
- ARC 04Final operation
Operation 10. The route ends with the ally who learned beside you.
Operation map / choose the next contact
Read the route. Commit to the contact.
The live map tells you what is ahead. Take a trainer fight, secure supplies, hunt a wild capture, visit a field vendor, or risk an elite line before the stronghold boss.
Battlefield command / light RTS
The squad fights. You shape the engagement.
Pokémon move, acquire targets, use basic attacks, and charge specials in real time. Your decisions arrive before and during contact—not through constant unit dragging.
- Opening plan
- Balanced, Vanguard, or Backline Screen formation.
- Ace
- Name a faction leader for a 10% HP, ATK, and DEF lift.
- Field items
- Arm X Atk, X Def, Restore, and Revive before XL battles or trigger them during combat.
- Type pressure
- Soft 1.25× advantages and 0.75× resistances keep bad matchups playable.
Company roster / composition over collection
Build beyond the issued pair.
Your faction core rises from two required allies as a Private to four in later arcs. Off-type recruits can fill the rest, giving you room to cover counters without abandoning your colors.
- 01Recruit
Supplies, mission rewards, vendors, trades, and wild captures all feed the roster.
- 02Compose
Set the active squad, reserves, Ace, and formation before choosing the next fight.
- 03Grow
Battle XP reaches active and reserve allies; level gates trigger evolution.
- 04Expand
Party capacity steps from five to seven to nine across the four-arc campaign.
Ten armies / doctrine ledger
Every banner changes the opening order.
Scroll the war table. Select any doctrine to carry that army back to enlistment.
FIREBurst damage and rally windows.Opening target: Grass
WATERStable ranged pressure and recovery.Opening target: Fire
GRASSSustain and scaling specials.Opening target: Water
ELECTRICFast ranged shocks.Opening target: Water
GROUNDFront-line durability and quakes.Opening target: Electric
FLYINGRanged harassment and repositioning.Opening target: Grass
PSYCHICSpecial burst and control.Opening target: Poison
POISONChip damage and lingering pressure.Opening target: Grass
BUGEarly tempo and swarming specials.Opening target: Psychic
NORMALBalanced pressure, few exploitable gaps.Opening target: Bug

Field relationship / Musoka
A dreamer does not always follow your orders.
Musoka’s name echoes the Japanese musōka (夢想家): “dreamer” or “visionary.” It fits the private who treats their two Pokémon as partners, never army property. At first, that independence feels like loyalty with rough edges. Later, their orders stop matching yours.
- DREAMER
They befriend you and arrive in early XL battles.
- REINFORCEMENT
Their two authored partners deploy as story support.
- FRACTURE
By Arc 3, the reinforcement slots are simply empty.
- UNKNOWN
Some absences feel less like retreat than preparation.
Stronghold field archive / real captures
This campaign is already playable.
Every frame below was captured from the current browser build—not a concept render.
Unlock after campaign completion
War Realism makes every faint permanent.
The standard campaign already ends on defeat. Complete it once to unlock the optional higher-stakes rule set: fainted Pokémon leave the company for good and the army drafts reinforcements to replace its losses.
Optional mode · not required for the first campaign · unlocked by winning all ten operations
Field notes / controls & persistence
Before you deploy.
How do battles work?
They are real-time team battles on a 12×8 field. Units move and attack automatically. You decide squad composition, Ace, formation, route, and item timing.
Can I play with an off-type recruit?
Yes. Your active squad must keep the required faction core: two as a Private, three as a Lieutenant, and four in later arcs.
What are the controls?
Use pointer, touch, or keyboard. Tab moves through actions, Enter or Space activates them, and Escape opens the in-game menu during a campaign.
How does saving work?
The current campaign is saved locally in this browser. Reloading during a battle returns you safely to the route; it does not resume mid-exchange. Clearing site data removes the local save.
Is this an official Pokémon game?
No. PokeWar Tactics is a free, unofficial, non-commercial fan game and is not affiliated with or endorsed by Nintendo, Game Freak, Creatures Inc., or The Pokémon Company.
Final order / selected banner
Fire Army is ready for a commander.
Start with two randomized recruits. Your first route is already waiting.
Play PokeWar Tactics