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 → nothing super-effective (neutral vs all)
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
So attack, the type multiplier, and enemy defense all matter. A charged special hits 65% harder; X Def Wall then cuts incoming damage by 20% on your side. Bulk (HP + DEF) is deliberately impactful, so fights last a few seconds rather than instantly.
Battle: attack order & formations
- Battles are automatic. Each Pokémon acts on its own cooldown (faster/higher-BST units act sooner), moving toward the nearest enemy and attacking when in range.
- Roles come from base stats: Tanks (melee, +HP/DEF), Fighters (mid-range, +ATK/HP), 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 (a faction-type leader) gets +10% HP/ATK/DEF. 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 opens a capture chance on it. Boss nodes end the operation and grant an insignia.
- Supply Escort — battle for +money and a discounted recruit (₽65).
- Field Shop — no battle; buy Poké Balls and support items.
- 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 up to 3 throws. Odds scale with the target's tier and your ball; a Poke Flute buys a final attempt. 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 (silently), so a swapped-in ally is never under-levelled.
- Pokémon evolve automatically at their canonical levels, raising their stats and often their tier.
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 fainted Pokémon are lost for good and replaced by drafted reinforcements.