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For force switch moves, it does deny them a move that turn unless the opponent's Pokemon is faster. i may revisit this depending on if that's too unbalanced, but for now that's what it is
"For each Pokemon in your party that has any damage: Increase attack strength by 1."
Does this include fainted pokemon in your party? There are a couple of cards that read this way with, "has any damage" so would love a clarification.
Thank you in advance.
The Chance cards are completely blank and the Trainer cards have no Backs to them.
I'll fix it on the next update
Load image failed unsupported format: Unknown
I’ll also look into why Steelix’s model is acting weird
The link it's trying to load the image from is: https://steamusercontent-a.akamaihd.net/ugc/2381930113985868072/C15684DD2E8952BD9805F7965BAD3F325ADA2E20/
I'm aware of this bug, but I'm currently debating if it's one I should fix. On one hand, it makes more sense for it to return to the shiny deck. However, it raises shiny odds as the game goes on. As there are over a thousand Pokemon in the game, most won't be seen due to the rarity. So, I'm debating not fixing that error
- Similarly, quests that require releasing a Pokémon are not completed by me. For example, I can't complete the legendary quest alone because it requires a legendary dish, which I can't craft without a party. Therefore, I've agreed with my opponents that they can craft it for me, and in return, I give them one of my items.
- I evolve Pokémon normally and include the evolution in the deck along with its previous form.
- Even though some might find this trainer card very limiting, I find it excellent for trainer battles, offering more dynamic and flexible choices, along with the bonus of being able to have more legendaries. Additionally, the final level of the trainer card is really strong. So, I believe its many limitations are justified by the card's strength in the way I'm playing it.
- Certainly, it's a card I wouldn't recommend to first-time players or those looking to have a carefree fun time; it's a trainer card for those who want to tryhard."
- As stated by the trainer card, during a wild encounter, I can only attempt to catch the Pokémon and not use my deck. If I fail to catch it, as per the rules, I receive two berries for a weak Pokémon, one berry for a moderate Pokémon, and zero berries for a strong Pokémon. This means that, compared to my opponents, I will never earn JP from defeating wild encounters.
- For trainer battles, I follow what is written on the card.
- If there are items, penalties, or quests that require having Pokémon in my team, I don't qualify due to my trainer card. This might seem like a drawback because I can't use mounts or ability patches, but at the same time, I avoid certain Team Rocket penalties or the legendary limit.
In the next upcoming version, v0.993, there will be a PDF with a page dedicated to each trainer to provide further explanations and commonly asked questions
Deck Builder is definitely one of the most experimental trainer cards out there. V0.993 will contain a large rebalance/clarification of trainer cards. Deck Builder is probably one of the hardest, if not the hardest, to balance as it’s unique effects bypass many game elements. I’d love to hear your thoughts on the trainer after you play some more
The new battle system does mirror the video games more and is a departure from Legend of Sinnoh’s change to priority moves. The phases were originally an idea by Sinnoh League’s creator, Sleepy the Slime King, as part of his battle stadium mod. Placing priority moves in their own tier was necessary to allow for their proper function. Additionally, I noticed that the power of multi-hit moves were too powerful in Johto which was the main reason why priority moves were created in place of multi-hit moves. Additionally, initiative just wasn’t as valuable as it should have been. HP and Defense were the best stats over Initiative and Attack Strength. Combining all of this led to the current battle system with the focus being on more strategic battles. (1/2)