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Team tactics
Each teammate follows a tactic you set from its card: Balanced, Aggressive, Cautious, Peaceful or Stay Put. What each one really does, and how they help you recruit.
In short
- Five tactics, set member by member from its card, at the bottom of a dungeon as in the Hollow.
- Three ways to fight (Balanced, Aggressive, Cautious) and two ways not to (Peaceful, Stay Put).
- For recruiting, the hero’s final blow is what counts: the Peaceful tactic always leaves it to the hero.
- Wild Pokémon have no tactic: only the team follows one.
The five tactics
| Tactic | In short | In detail |
|---|---|---|
| Balanced | It follows in your wake, hits whatever comes, and hinders the enemy now and then. |
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| Aggressive | It roams wide, goes after enemies from afar and hits all out: it only heals at the last moment. |
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| Cautious | It sticks to your heels, hinders the enemy rather than charging in, heals early and backs off when things go wrong. |
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| Peaceful | It follows you without ever attacking: it heals, supports the team and leaves you the final blow, for recruiting. |
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| Stay Put | It stays where it is, even when you move away, and only hits what comes into contact. |
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Teammates follow the leader in its wake, in single file, and keep the distance their tactic gives them. A teammate cut off from the path (water, a wild Pokémon) goes as close as it can and waits: it no longer gets lost. Gather the team brings it back near you in one turn.
Setting a move aside
From a teammate’s card, each move can be set aside: its tactic will no longer use it. Handy for a Growl that wakes up the whole room, an Explosion, or a room move you want to keep for bosses.
Switching the Pokémon you control
At any time, you can take control of another member of the team: the hero then follows its own tactic. Running into an ally swaps your places; pushing a teammate blocking a corridor moves it forward.
Recruiting
When an ordinary wild Pokémon falls to a hit from the Pokémon you control, it may ask to join the team. Its chance, in percent, is worked out like this:
- its species’ rate, specific to each Pokémon;
- plus the level gap between your Pokémon and it, up to ten points;
- × 1.5 if a member of the team holds a
Friend Bow (only one counts); - × 2 if it is asleep;
- × 2 if it was spared by a False Swipe;
- ÷ 2 for a rare wild Pokémon, ÷ 3 for a very rare one;
- capped at 100%.
An Alpha rarely joins, twice as willingly when asleep, and the Friend Bow leaves it unmoved. An outlaw from an outlaw notice, once defeated, sometimes asks to make amends. On Easy difficulty, recruitment chances are halved.
For a recruit to join the team, there must be a free place: otherwise it goes to the Hollow’s dormitories. A wild Pokémon calmed by talking to it can also join you as a friend for the floor.
Partner on Peaceful, a Sleep Seed thrown at the wild Pokémon you want, a Friend Bow held by someone, and the final blow by the hero: that is the best chance the game grants.
See also
- BattleTurn by turnEvery step is a turn, and the wild Pokémon act after you. The possible actions, the ranges, what makes up damage, the regular attack, and natural HP recovery.
- BattleStatus conditionsAsleep, poisoned, paralyzed… A status condition changes what a Pokémon can do for a few turns, for it as for the wild Pokémon. Here are the game’s nine status conditions, what they really do, how long they last and how to get rid of them.
- Getting startedChoosing your duoThe hero and the partner are chosen from the starter Pokémon of the whole Mystery Dungeon series, or through the personality quiz. Who is available, what differs between the two, and why no choice closes off the story.
