PokeWar Tactics is a Pokémon strategy game. Build a squad, choose a path,
and guide automatic battles through positioning and support items. The War of Ten Banners
spans ten operations with permanent campaign defeat. The Legendary Accord follows six
story chapters with choices and chapter checkpoints.
Type effectiveness
Every hit is multiplied by the attacker's primary type vs the defender's type(s):
- Super effective ×1.25
- Not very effective ×0.75
- Traditionally immune ×0.65 — there are no zeroes; e.g. Ground still hits Flying for ×0.65.
Dual-type defenders multiply both ways (a ×1.25 into a 2nd ×1.25 = ×1.56; a ×1.25 into a ×0.75 = ×0.94). A Pokémon only ever attacks with its first type.
What each type is strong against (×1.25)
Fire → Bug, Grass, Ice, Steel
Water → Fire, Ground, Rock
Grass → Ground, Rock, Water
Electric → Flying, Water
Ground → Electric, Fire, Poison, Rock, Steel
Rock → Bug, Fire, Flying, Ice
Ice → Dragon, Flying, Grass, Ground
Fighting → Dark, Ice, Normal, Rock, Steel
Psychic → Fighting, Poison
Flying → Bug, Fighting, Grass
Bug → Grass, Psychic, Dark
Poison → Grass
Ghost → Ghost, Psychic
Dark → Ghost, Psychic
Steel → Ice, Rock
Dragon → Dragon
Normal → no super-effective matchups; Rock, Steel and Ghost resist it
Damage formula
Each hit deals, at minimum 3 damage:
damage = ATK × typeMultiplier × (special 1.65 if charged) × (X Atk 1.25 if active) − DEF × 0.54
A charged special multiplies the attack term by 1.65 before defense is subtracted. X Def Wall reduces the resulting incoming damage by 20%.
Battle: attack order & formations
- Battles are automatic. Each Pokémon acts on its own cooldown (based on species strength and role), moving toward the nearest enemy and attacking when in range.
- Roles come from base stats: Tanks (melee, +HP/DEF), Fighters (mid-range, +ATK/HP/DEF), Rangers (long range, +ATK) that strike from afar.
- Each attack builds a special charge; at full charge the next hit is a 1.65× special.
- Formations set your opening layout: Balanced, Vanguard (durable units forward), and Backline Screen (ranged protected behind).
- Your chosen Ace gets +10% HP/ATK/DEF. In the War of Ten Banners, it must share your faction type; in the Accord, any partner can be your ace. Switching to a new Ace grants it double XP for the next battle.
Support items (used mid-battle)
- X Atk Spray — +25% squad attack for 6s.
- X Def Wall — −20% damage taken for 6s.
- Restore — heals your weakest active Pokémon (~46%).
- Revive — brings back a fainted ally at half HP.
You start with 3 X Atk, 3 X Def, 1 Revive and some Restores. Restock at Field Shops and the free Resupply Tent.
Route nodes
- Trainer / Wild / Elite / Boss — battles. Winning a Wild battle opens a capture encounter. In the War of Ten Banners, stronghold bosses grant insignias. Accord bosses advance the chapter story.
- Supply Escort — battle for +money and a discounted recruit (₽65).
- Field Shop — buy Poké Balls and support items. Visiting the shop uses that route stop without a battle.
- Vendor nodes: Rare Pokemon Dealer (gamble for a recruit), Safari (pay to pick a recruit), Rare Rations (+levels), Candy (make one shiny), Physician (permanent +5% team stat, once), Resupply Tent (free item kit).
Money, catching & recruits
- Income: +₽35 per trainer/wild/elite win, +₽80 for supply, +₽60 for a boss.
- Balls: Poké ₽15, Great ₽30, Ultra ₽45 (bought singly). Better balls raise catch odds.
- Catching: after a wild win you get two throws. After two failures, a Poké Flute allows a third. Each throw consumes a ball. Odds depend on the target's tier and your ball; later throws add 5 and 10 percentage points respectively. You cannot own two of the same evolutionary family.
Levels & evolutions
- XP-to-next-level is 12 + current level; a full campaign takes a squad toward Lv.70.
- Reserves share XP: benched Pokémon earn the same battle XP as your active squad.
- Pokémon evolve when they reach the required level, raising their stats and often their tier. Stone, trade and other special requirements are simplified into level requirements. You choose the form for branching evolutions.
The Legendary Accord
Choose this campaign at enlistment to play six chapters about founding the League. Story decisions change enemy aces, civilian support, and the final charter. The Accord journal records commitments and legendary custody.
Your four starting partners receive training and a faction reinforcement between chapters. One legendary can join your company and occupy an ordinary squad slot. Any partner can be your ace in this mode.
Defeat offers a replay from the chapter opening, restoring that chapter's decisions, roster, and supplies together. This mode has its own autosave. An optional final championship cannot undo the settlement you founded.
The war and League origin are alternate history, drawing on characters from the games and Pokémon Adventures.
The War of Ten Banners: winning & losing
Clear all 10 operations to win. Each stronghold boss you beat adds an insignia (+1.5% HP/ATK/DEF each). A campaign loss is permanent — you start fresh. Finishing the campaign unlocks War Realism, a nuzlocke mode where Pokémon still fainted at the end of a battle are lost for good and replaced by drafted reinforcements. Use a Revive before the battle ends to save one.