Colosseum: turn-based battle

What changed

Colosseum fights no longer play out on their own. Now you choose what your pokémon does each turn: which move to use, when to switch, or whether to give up.

  • It is 3 vs 3, with one pokémon in the field on each side.
  • You fight with your team of 3.
  • Real strength counts in every mode, even in the King's automatic fight: level, rarity, Stars and everything you trained (talents, held item and seals). The same level 50 for everyone is gone. Only the Colosseum Guardian fights at a fixed level, level 50.
  • Your Arena attack team at fight time is the one that fights. In King of the Night the King also defends with their current team, and Legendaries and Megas are allowed too. Whoever dropped below 3 pokémon after joining fights the automatic fight, with the team they joined with. The team the King was crowned with only counts in the automatic fight. Details in Live Colosseum.
  • To keep fights fair, the ranked queue matches players with similar points.
  • You cannot use your bag during the fight.

Gifts, cheering, the Patron, finishers and celebrations stay. Prices and rules for each one are in Live Colosseum.

Where it is

The Colosseum is a new building east of the Saffron square.

  • The Go to the Colosseum button takes you straight to the door. After you use it, it waits 10 seconds before it works again.
  • Joining the queue or challenging someone only works inside the building.
  • A fight invite or the "your fight started" notice also takes you there.

Anyone inside the building sees the pokémon fighting in the middle of the arena. Anyone outside sees the LIVE notice and can tap Watch to open the full fight.

How the battle works

Before it starts

Both sides see the other's 3 pokémon for 15 seconds. During that time, each one picks who opens the fight.

Each turn

Each turn you choose one thing:

  • Move: one of the up to 4 moves of the pokémon in the field.
  • Switch: call another pokémon from your team into the field.
  • Give up: ends the fight as a loss.

When both sides have chosen, the turn plays out. The order is:

  1. Switches go first.
  2. Then some moves act before the others, no matter the Speed.
  3. For everything else, the one with more Speed goes first. A Speed tie is luck.

While your rival has not chosen yet, you can cancel and choose again.

PP

Each move has a number of uses in the fight, its PP. Strong moves have less PP. If all of a pokémon's moves run out of PP, it uses a weak backup attack.

Accuracy

Not every move always hits. Press and hold a move (or hover it) to see its accuracy. A move that misses does nothing that turn.

Sleep and paralysis

Status What it does
Sleep The pokémon sleeps for 1 to 3 turns and does not act while asleep.
Paralysis 25% chance to lose the turn, and Speed drops by half.

Poison, burn, confusion, weather, abilities and stat changes work like they do in hunting, counted in turns.

When a pokémon faints

You have 20 seconds to choose who comes in to replace it. Whoever knocks out all 3 pokémon on the other side wins.

50-round limit

A fight lasts at most 50 rounds. If nobody has knocked out the other team by then, whoever has the highest remaining HP percentage, counting the whole team, wins. An exact tie is a draw.

Time and disconnection

Rule Value
Time per turn 30 seconds
Time reserve per fight 90 seconds
Time running out warning in the last 10 seconds
Timeouts in a row that count as a loss 3
Time to come back if you disconnect 60 seconds
  • When the turn time runs out, your reserve starts being used. When the reserve also runs out, your pokémon makes an automatic move.
  • Letting time run out 3 times in a row is a loss.
  • Lost your connection? The fight does not stop and you do not lose right away. Come back within 60 seconds to stay in control. While you are away, every turn that runs out of time gets an automatic move. 3 turns in a row like that is a loss.
  • King of the Night is stricter: a King who disappears for more than 60 seconds loses by forfeit.
  • If both sides disappear, the fight ends in a draw.
  • Each account has only one active fight at a time.

The three modes

Ranked

The ranked queue is worth points and a place in the season ranking.

  • Everyone starts at 1000 points.
  • In your first 10 matches, each fight is worth up to 40 points. After that, up to 24. This gets you to your spot quickly.
  • The queue looks for someone up to 100 points above or below you. Every 15 seconds of waiting, that range opens 100 points more. After 60 seconds, any opponent counts.
  • You do not get the same opponent again right away.
  • The season is monthly. At the turn of the month, the ranking starts over and everyone goes back to 1000 points.
  • Linked accounts can fight each other, but that fight does not move points.

Direct challenge

  • Inside the building, tap a player to call them to a fight.
  • The invite expires in 30 seconds.
  • It is a friendly fight: no points and nothing at stake.

King of the Night

During the Colosseum Hour, the King's fight happens in the center of the arena, for the whole city to see.

  • The King faces the next one in the King's queue.
  • The winner stays in the arena and adds one more win to the streak.
  • On a draw, the King keeps the throne and the draw counts in the streak. If both players disappear, the King stays, but nothing counts.
  • A King who disappears for more than 60 seconds loses by forfeit.
  • The statue goes to whoever has the longest streak of the night.

Gifts, cheering and the Patron only exist in King of the Night. Ranked and direct challenge have no gifts. In King of the Night, gifts stay open until the fight ends. Rules and prices are in Live Colosseum.

Finisher and celebration

They work in all three modes.

  • The finisher only shows when the fight ends by knockout.
  • The celebration shows when you win.

How to buy and use them: see Live Colosseum.

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