CHOOSE YOUR DESK / 68 FIELD NOTES

Players.

Find the right ruleset before choosing a move. Version-specific references, battle vocabulary and a ladder from the first adventure to competitive concepts.

Available field notes

Video games

Scarlet & Violet: why your picnic is not producing Eggs

Check the participating species and compatibility first. The official guide says Eggs can appear in the picnic basket and that Egg Power increases the likelihood; it does not promise an Egg after a fixed wait.

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Video games

Scarlet & Violet: Auto Battles or ordinary battles?

Use Auto Battles for background items and some experience. Use an ordinary encounter if you want a chance to catch that wild Pokémon; Auto Battles do not offer that catch opportunity.

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Video games

Scarlet & Violet: raid cheers share one three-use budget

A Trainer can cheer a total of three times per Tera Raid Battle, across all three cheer types. It is not three uses of each kind.

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Video games

Scarlet & Violet: choose a Meal Power for the actual task

Match the effect to the job: Egg Power for picnic Eggs, Encounter Power for wild encounters, Raid Power for raid rewards. Those benefits are not interchangeable.

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Scarlet Violet: version guide & learning route

Scarlet and Violet combine open-world exploration with several story paths. Check prerequisites and area difficulty rather than assuming the next visible landmark is the next beginner objective.

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Red Blue: version guide & learning route

The original Kanto pair is built around a compact route network, type matchups and completing a collection across versions. Treat a modern remake guide as a different ruleset: older battle categories and type interactions can make a familiar-looking battle behave differently.

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Yellow: version guide & learning route

Yellow revisits Kanto with Pikachu as the opening partner. The important beginner distinction is that it is a separate version, not simply Red or Blue with a different cover. Use its own gift and encounter records.

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Gold Silver: version guide & learning route

Gold and Silver take the collection to Johto and introduce a world where time and breeding matter. A returning player should record the clock settings and distinguish a timed encounter from an evolution requirement.

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Crystal: version guide & learning route

Crystal is a distinct Johto release. It belongs beside Gold and Silver in a historical comparison, but the shared region does not make every scene, encounter or feature identical.

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Ruby Sapphire: version guide & learning route

Ruby and Sapphire introduce Hoenn and a battle environment with Abilities and natures. For beginners, separate a species trait from the ability slot of the particular individual you caught.

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Emerald: version guide & learning route

Emerald is an expanded Hoenn release with its own progression and postgame identity. Planning around its battle facilities makes more sense than assuming the credits are the only completion goal.

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FireRed / LeafGreen: version guide & learning route

FireRed and LeafGreen revisit the Kanto journey using the Game Boy Advance generation’s systems. That makes them remakes, not interchangeable names for Red and Blue.

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Diamond Pearl: version guide & learning route

Diamond and Pearl begin the original Sinnoh pair. This generation distinguishes physical and special attacks move by move, so choosing attacks only by their elemental type can give the wrong result.

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Platinum: version guide & learning route

Platinum is its own Sinnoh release rather than an update file for Diamond or Pearl. For a returning player, the most useful habit is to track the version label on every encounter and progression guide.

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HeartGold / SoulSilver: version guide & learning route

These remakes return to Johto under Nintendo DS-era systems. The journey connects two regions, so a single badge count is not a useful definition of complete coverage.

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Black White: version guide & learning route

Black and White begin the Unova story. Newcomers can treat the journey as a fresh team-building exercise rather than trying to recreate a party from an older region.

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Colosseum: version guide & learning route

Colosseum belongs to the Orre side-game lineage, not a standard badge-route remake. The battle format and rescue premise make its progression and team-building questions different from the handheld pair of its era.

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XD: Gale of Darkness: version guide & learning route

XD: Gale of Darkness returns to Orre with its own protagonist and campaign. It should be catalogued separately from Colosseum rather than treated as a renamed version of the same save.

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Black 2 White 2: version guide & learning route

Black 2 and White 2 continue the Unova setting with a new starting point and progression. A guide to the first pair is useful historical context but cannot be followed as a step-by-step route here.

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X Y: version guide & learning route

X and Y explore Kalos and introduce the Fairy type and Mega Evolution to the main-series battle environment. A historical type chart must be chosen before calculating weaknesses.

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Omega Ruby Alpha Sapphire: version guide & learning route

Omega Ruby and Alpha Sapphire revisit Hoenn with later-generation battle systems. They are not direct substitutes for Ruby/Sapphire data even when a town or route has the same name.

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Sun Moon: version guide & learning route

Sun and Moon frame Alola around island challenges and regional forms. A regional form is not merely a language difference: it can have different types, abilities and evolution context.

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Ultra Sun Ultra Moon: version guide & learning route

Ultra Sun and Ultra Moon are separate releases set in Alola, not paid patches to Sun and Moon. A buyer should compare the actual feature and story goals rather than assume either pair contains the other.

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Let’s Go, Pikachu! / Let’s Go, Eevee!: version guide & learning route

The Let’s Go pair revisits Kanto with capture-focused play and partner-specific editions. A beginner should learn its own catching and training flow rather than assume the usual wild-battle loop.

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Sword Shield: version guide & learning route

Sword and Shield take the journey to Galar. The Wild Area changes how exploration and encounters are organized, but its presence does not make every old species available in the base game.

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The Isle Of Armor: version guide & learning route

The Isle of Armor is expansion content for the Sword/Shield family. Keep base software, expansion entitlement and save progress as separate fields before following an island task.

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The Crown Tundra: version guide & learning route

The Crown Tundra is another Sword/Shield expansion grouping in the metadata. Do not use an Isle of Armor checklist as a complete plan simply because both are part of the same expansion package.

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Brilliant Diamond Shining Pearl: version guide & learning route

Brilliant Diamond and Shining Pearl revisit the Diamond/Pearl story on Switch. The shared region does not make a Platinum checklist a complete feature list for these games.

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Legends Arceus: version guide & learning route

Legends: Arceus approaches the Hisui setting through field research and a different flow of catching and battles. Completion is better understood through research objectives than through the usual badge checklist.

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The Teal Mask: version guide & learning route

The Teal Mask belongs to the Scarlet/Violet expansion lineage. Record expansion ownership and story progress before using a chapter-specific guide.

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The Indigo Disk: version guide & learning route

The Indigo Disk is a separate metadata grouping within the Scarlet/Violet expansion lineage. Think about chapter prerequisites and the actual version rather than treating all expansion features as available from the opening screen.

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Red Green Japan: version guide & learning route

Japanese Red and Green are historical release identities distinct from the international Red/Blue pair. Shared franchise history should not erase regional software differences.

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Blue Japan: version guide & learning route

Blue in Japan is represented separately from the international Red/Blue grouping. Catalog the actual release instead of assuming the word Blue uniquely identifies a worldwide ruleset.

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Legends: Z-A: version guide & learning route

Legends: Z-A is a separate Legends adventure, not a patch to Legends: Arceus. The same franchise label does not imply identical combat or progression rules.

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Mega Dimension: version guide & learning route

Mega Dimension is DLC associated with Legends: Z-A. The official site describes a bundle with the Nintendo Switch 2 Edition, which should not be confused with a different underlying story title.

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Champions: version guide & learning route

The official Champions site describes a battle-focused game using types, Abilities and moves, with cross-platform play. Team construction and battle decisions are the central learning route.

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Winds & Waves: confirmed facts, not a fictional walkthrough

The official announcement names Pokémon Winds and Pokémon Waves for Nintendo Switch 2, with a simultaneous worldwide release planned for 2027. No exact day is established here.

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Base stats, IVs, EVs and natures: four different layers

Base stats describe a species/form; IVs and effort training belong to an individual; natures modify the resulting stat profile. Keep those layers separate before interpreting a stat comparison.

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Type charts: why the printed multiplier is not the whole battle

A type-only chart multiplies defensive type interactions. Abilities, move effects, forms, battle transformations and historical rules can change the practical answer.

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Natures and Mints: separate a personality label from a stat effect

Natures are part of the stat-planning vocabulary. In games with Mints, changing the stat effect is not the same claim as rewriting every property associated with the original nature.

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VGC foundations: team roles before a “best team”

VGC is a regulated competition environment. Start from the current official rules, then learn how partners protect each other and create winning turns; do not import a singles ranking as a doubles team.

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Terastallization: offensive plan, defensive consequence

In Scarlet and Violet, ordinary Tera Types replace the defensive battle type. Stellar is different: original types still determine matchups, while moves gain type-by-type boosts under separate rules.

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HOME transfers: check direction, species, form and destination

Treat every transfer as a specific route from one game to another. Storage support is not a promise that every stored individual can enter every compatible game.

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Players

TCG deck consistency: make the plan happen more often

A consistent deck can find the pieces needed for its intended turns. Count roles, access routes and recovery—not only the number of powerful attacks.

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Players

TCG Prize mapping: count the route to winning, not just damage

Prize mapping means planning which knockouts could complete your win condition and how many turns that route might require. The biggest possible damage number is not always the best turn.

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Players

Pokémon Snap: what to play and what to learn

Photography replaces the usual badge journey. Think about subject behavior, timing and composition rather than training a battle team.

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New Pokémon Snap: what to play and what to learn

Observation and repeat visits to courses create the progression loop. A player looking for a calm discovery game should judge its photography tasks rather than its lack of a traditional competitive ladder.

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Pokémon Stadium: what to play and what to learn

Stadium emphasizes structured battles and side activities on a home console rather than a handheld-style catch-and-route adventure.

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Pokémon Stadium 2: what to play and what to learn

The sequel extends the console battle setting into the Gold/Silver-era roster and systems. Treat cup restrictions as part of the task, not an afterthought.

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Players

Pokémon Battle Revolution: what to play and what to learn

This console entry is organized around battles rather than a conventional regional story. The interesting beginner question is how to build a usable battle plan under its own format.

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Players

Mystery Dungeon: Rescue Team lineage: what to play and what to learn

Dungeon exploration changes the resource problem: positioning, supplies and survival across a route matter alongside moves. It is a different genre from a mainline badge journey.

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Players

Mystery Dungeon: Explorers lineage: what to play and what to learn

Explorers turns the dungeon format into a story-and-team expedition. Spoiler-aware guidance should distinguish navigation help from major character and ending revelations.

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Pokémon Ranger lineage: what to play and what to learn

Ranger uses a capture/assistance interaction distinct from the main-series battle-and-collection loop. Its controls and local mission state should drive a tutorial.

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Pokémon Conquest: what to play and what to learn

Conquest applies a tactical battlefield structure to the franchise. Positioning, map constraints and army development are more useful organizing concepts than a standard four-move story team.

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Pokkén Tournament lineage: what to play and what to learn

Pokkén is a fighting-game interpretation. Spacing, timing and matchup practice matter more than building an RPG party or consulting a wild-encounter chart.

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Pokémon UNITE: what to play and what to learn

UNITE is a team-based battle game with role and objective timing questions. Learning the map objective and team responsibilities is more useful than treating it like a turn-based RPG.

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Pokémon GO: what to play and what to learn

GO connects collection and battles with real-world movement and event windows. Check safety, locality and official event conditions before making a plan.

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Pokémon Masters EX: what to play and what to learn

Masters EX organizes its battles around Trainer-and-partner units. Team composition and the game’s own resource systems are different from owning a species in a mainline save.

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Players

Pokémon Café ReMix: what to play and what to learn

Café ReMix is a puzzle-oriented service with its own progression and team vocabulary. A beginner tutorial should explain the puzzle objective before discussing collection optimization.

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Pokémon Sleep: what to play and what to learn

Sleep combines a rest-oriented routine with a collection game. Its records and game incentives should not be confused with a medical diagnosis or treatment plan.

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Players

Pokémon Quest: what to play and what to learn

Quest uses expedition and team-building systems distinct from a main-series regional journey. The useful learning route starts with the expedition loop and available team resources.

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Players

Pokémon Pinball lineage: what to play and what to learn

Pinball adapts collection to table play, where ball control and table objectives replace the usual RPG exploration loop. Practice a small objective before chasing a complete collection.

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Players

Pokémon Trading Card Game for Game Boy: what to play and what to learn

The Game Boy card RPG teaches through a historical card environment and a video-game progression structure. It is not the current paper Standard format.

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Players

Pokémon Champions: platform, VGC transition and HOME boundaries

Champions launched for Nintendo Switch on April 8, 2026. An official announcement moved Premier VGC competition to Champions beginning with Indianapolis in late May; that is not a permanent regulation list.

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Players

Champions VGC: your first documented practice cycle

Start with the actual event rules and one testable team plan. The Champions platform change is confirmed; a current regulation, legality check and reproducible battle notes still do the work.

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Pokémon Pokopia: a building-first game, not a battle walkthrough

Pokopia centers on rebuilding a world through crafting, building, gardening and cooperation. The official schedule gives March 5, 2026; battle-team assumptions are the wrong starting point.

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Players

Before using an old team guide, identify which rules changed

Three separate layers can make old battle advice misleading: the type chart, the Special-stat model and how each move is classified. Start with the game, not a modern species table.

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Players

Choose a historical type chart

Calculate ordinary single- or dual-type factors with separate Generation I, II–V and VI–IX charts. This is conventional turn-based chart arithmetic, not full damage or Legends-title rules.

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