Team battles
The first win against the toughest leaders isn't about raw power. You pick 6 Pokémon, and how well they work together decides the battle.
The rules
- Only the first win is a team battle. Win it and you get the usual rewards: the badge, money and everything else. Rematches are normal battles.
- Tapping does nothing here. Your 6 Pokémon fight by themselves until the timer ends.
- Only each Pokémon's base Attack and its types count. Levels, items, shiny bonuses, card bonuses and talents don't. Two trainers with the same six always do exactly the same damage.
- You need 6 Pokémon you own, and no species twice. A form counts as its species.
- Only species from the boss's region or an earlier one can join. A Kanto boss only takes Kanto species, however far you have played.
- A boss can have its own rules, such as a banned type. The list is on the team screen, and below.
- Losing costs nothing: change your team and try again as often as you like. The game remembers the last team you used against each boss.
- You can plan teams anywhere, without a fight: open PARTY and then TEAMS.
The three lessons
A coach teaches each part with a short story quest. Each lesson is a team battle, so it is a safe place to try things out.
| Coach | Teaches | HP |
|---|---|---|
| Coach Mira Celadon City | Type synergies only Assemble Your Team. After the Rainbow Badge (Erika). | 18,000 |
| Coach Bram Saffron City | Type synergies and combos Combos. After the Soul Badge (Koga). | 22,000 |
| Coach Sol Cinnabar Island | Type synergies, combos and evolution lines Bloodlines. After the Marsh Badge (Sabrina). | 24,000 |
Type synergies
Have at least 2 members of a type and that type's synergy is on. It grows at 4, and again at 6. A Pokémon with two types counts for both.
| Type | 2–3 | 4–5 | 6 |
|---|---|---|---|
| normal More damage for everyone. | +15% | +35% | +70% |
| fire More damage for everyone. | +15% | +35% | +70% |
| water More seconds on the timer. | +4 s | +8 s | +15 s |
| electric Higher critical hit chance. | +10% | +20% | +35% |
| grass The boss starts with less HP. Grass and Poison together are capped. | −5% | −12% | −25% |
| ice Takes away the boss’s resistances. The share of each resistance that is gone. | 25% | 50% | 100% |
| fighting Hits on the boss’s weakness get stronger. Without this synergy a weakness already deals ×2. | ×2.25 | ×2.5 | ×3 |
| poison The boss loses HP every second. Grass and Poison together are capped. | 0.5% / s | 1% / s | 2% / s |
| ground Types the boss is immune to deal half damage. | Yes | Yes | Yes |
| flying Critical hits deal more. Without this synergy a critical hit deals ×2. | ×3 | ×4 | ×6 |
| psychic More damage per different type in the team. | +5% | +5% | +5% |
| bug More damage for first-stage Pokémon. | +30% | +60% | +100% |
| rock More seconds on the timer. | +3 s | +6 s | +9 s |
| ghost A chance of a huge hit. The chance is shown here, and that hit deals ×10. | 2% | 5% | 10% |
| dragon More damage, and ignores resistances. | +40% | +40% | +40% |
| dark Big damage boost in the first 10 seconds. | +50% | +100% | +200% |
| steel More damage for members that hit neutrally. | +20% | +45% | +90% |
| fairy More damage per other active type synergy. | +5% | +10% | +20% |
Combos
Two type synergies that work together. Each needs both synergies on, so at least 2 + 2 members, and adds +20% damage for the whole team.
| Combo | Needs |
|---|---|
| Storm | water electric |
| Firestorm | fire flying |
| Earthquake | ground rock |
| Toxic Swamp | poison grass |
| Blizzard | ice water |
| Mind & Body | psychic fighting |
| Nightmare | ghost psychic |
| Shadow Strike | dark ghost |
| Magnet | steel electric |
| Moonlight | fairy psychic |
Two more combos ask for particular Pokémon instead of types:
- Legendary Trio (+50%): Articuno, Zapdos, Moltres.
- Origin (+30%): Mewtwo and Mew. It opens at the very end of Project M2.
Evolution lines
Put every stage of an evolution line in your team and those members hit harder: +25% each for a line of 2, +50% each for a line of 3. Only the stages that exist in the boss's region count, so for a Kanto boss Pikachu and Raichu are a complete line. If a line branches, one branch is enough.
How the damage works
- Each member deals its base Attack per second, multiplied by how its best type does against the boss: ×2 on a weakness, less on a resistance, nothing if the boss is immune.
- Bonuses from synergies, combos and lines are added together, then applied to that damage.
- Every team starts with a 5% chance of a critical hit that deals ×2.
- Critical and huge hits count at their average, so the same six always get the same result. Nothing depends on luck.
- The timer starts at 30 seconds. Grass and Poison together can take away at most 15% of the boss's HP.
- You win if your damage per second × the timer is enough for the HP that is left.
An example
Against Coach Mira, this team has these synergies: fire, water, flying. That makes 654 damage per second for 34 seconds: 22,236 in all against 18,000 HP, so it wins.
Every boss
Damage against a type listed under "resists" is multiplied by the number shown. Follow a boss's name to see where it is and what its battle needs.
Kanto
Koga poison
Sabrina psychic
Blaine fire
Giovanni ground
Lorelei ice
Bruno fighting
Agatha ghost
Lance dragon
Champion Blue
- HP
- 42,034
- Counts
- Type synergies, combos and evolution lines
- Rules
- No legendary or mythical Pokémon · At least 2 active synergies
Mewtwo psychic
Sevii Islands 4–7 & Orange Islands
Cissy water
Danny
- HP
- 40,722
- Counts
- Type synergies, combos and evolution lines
- Rules
- No dragon, rock Pokémon · 2 type synergies
Rudy
- HP
- 41,958
- Counts
- Type synergies, combos and evolution lines
- Rules
- No dragon, grass Pokémon · An active combo
Luana psychicground
Supreme Gym Leader Drake
- HP
- 37,134
- Counts
- Type synergies, combos and evolution lines
- Rules
- No legendary or mythical Pokémon · At least one of each: fire, water, grass · At least 3 active synergies