As Pokémon Duel is a new game, there are a number of special mechanics created for this game. This page will detail everything about these mechanics.

The Board

The bulk of the game takes place on the board. To start off, the starting player is chosen at random. The first player makes the decision to move their pieces. There are two portals from which Pokémon can be spawned on each player's side. If a piece is on top of a portal, the player cannot use it to put a Pokémon on the field. The idea of the game is to either have one of your pieces reach the goal spot on the opponent's side, or to remove all the opponent's pieces from the board and prevent them from putting on new pieces. You have a limit of 300 turns per match.

Each player starts with 6 Pokémon, but as they are defeated, they will go into the backup. You can only have two Pokémon in the backup area at any one time. If another is to go in, then one is sent back to your bench and can be used in gameplay again.

Each Pokémon piece can move a set amount of spaces from 1 to 3 depending on the piece. This can be reduced, however, by special effects from an opponent's attack such as String Shot. You can move one piece per turn.

When it's your turn, you can tap each piece and see how far they can travel and what they can do. You can only attack if your piece is adjacent to the opponent's piece.

If you are unsure how to move, you can let the computer take your move for you, making the most logical course of action.


Combat is quite simple in this game. Each Pokémon piece has got a wheel of moves that it can do. When combat is activated, both players spin their wheel and wherever it stops, that's the attack that is activated. Whichever attack happens depends on the colour

White Attacks: These are your standard damaging attacks and are ones that can remove Pokémon from a board. Each has got set damage total, while some have special effects such as allowing for rerolling for multiplication of damage and so forth. The player with the highest value at the end wins. If both players have the same value, then it's a draw and both remain on the board.
Purple Attacks: These attacks have priority over the standard attacks. These attacks offer special effects such as poisoning the opponent, slowing them and so forth. The priority depends on how many stars the attack has. If both players land on Purple, then whoever has the highest amount of stars has their attack activate.
Blue Attacks: These are the defensive attacks such as Protect and Dodge. They win against all other kind of attacks.
Gold Attacks: Priority moves. Goes before Purple attacks
Miss: The red option is Miss. If it lands on this, then the opponent's attack will win out.

There are various Support cards that can be used to augment these attacks.

Status Conditions

Like the main games, there are a numer of status afflictions that can afflict your pieces and your opponent's pieces. These can be afflicted through Purple moves, or by special effects of White moves. The conditions are as follows

Confusion: Your Pokémon's move is rotated away one move from where it lands in combat
Poison: The damage of moves is reduced by 20
Noxious: The damage of moves is reduced by 40
Paralysis: At the start of each combat round, the smallest of the Pokémon's White, Blue, Purple or Gold move turns into a Miss.
Sleep: The Pokémon cannot move or make an attack. It can be woken up by an adjacent Pokémon.
Frozen: The Pokémon cannot take actions and their attacks miss. They can move. Freeze is cleared after a battle regardless of the outcome.
Burn: The Pokémon's smallest White, Blue, Purple or Gold move turns into a miss. Damage inflicted is reduced by 10
Wait: The Pokémon is unable to make any actions or movement
Curse: When the Pokémon is defeated, it is removed from the duel

There are various Support cards that can be used to heal these conditions.

Levelling Up

As you play the game, you can actually level your figures up. This allows for you to have a little bit of customisation to your figures. With each level, you will get a point which will allow you to alter the size of one of your attacks, either making it larger or smaller. This will allow for you to remove some Miss chances and increase your most powerful attacks.

Even if you lose, you will get experience.

You can also level up by fusing various figures in the deck option. You will lose the side figures that are selected for this. When you have selected the figures that you want to fuse, you can then spend coins in order to fuse them. The experience gained for the main figure is equal to that of all the experience from each figure added together.

Each Pokémon has only 5 levels, giving an addition of +4 bringing the total move spaces up to 100.

As of Version 4, a new update called Carmonite became available. This allowed you to get your Pokémon up to Level 10. It can only be used once the figure is Level 5. With that, you can then increase other moves widths while decreasing others

Levelling Up - Chain Level

As of Version 1.2.1, when you fuse with the same figure, it'll increase a new level bar known as the Chain Level. This allows for you to combine figures of the same species to boost the level and the amount you need to increase changes depending on the figures rarity
EX- 1
R- 3
UC- 9
C- 30
This can also be done by using the Cube items.

When your Chain Level increases, you gain the ability to increase the power of a move by 1 point meaning a move that was 40 can now be 41, allowing for your figure to have an advantage over others of the same figure. The amount of Carmonite for each level is different depending upon the rarity of the figure
UX - 50
EX - 40
R - 30
UC - 20
C - 10

Energy & Match Costs
Single Player

As the game is free to play it has an Energy Gauge. This gauge increases over time by 1 point for every 2 minutes. Each stage you play in the game costs a certain amount of energy to play. This energy is depleted when you go into the match and they cannot be played if you do not have the required energy


To play the ranked matches, you need to have special Lounge Tickets to play. For each match, you have to use one Lounge Ticket. These are obtained through the story mode as well as in Check-in Bonuses each day. This was removed in Version 2


Evolution is a feature introduced in Version 2 of the game. When you get a figure that evolves from another, you have the ability to attach that figure to the previous evolution when selecting the Pokémon in the deck. When the Pokémon defeats a Pokémon in battle, it gains the ability to evolve. The evolved figure takes the new details of the figure, but adds 10 to the damage and ☆ to each of the moves, making it more powerful than a standard figure of its species. This can make your Pokémon even more powerful than before.

Some Pokémon can evolve more than once, giving you a variety of options for your Pokémon.

Mega Evolution

Mega Evolution is a feature introduced in Version 5 of the game. When you get a figure that is a Mega Evolution of another, you can equip it in the deck and you'll receive a special plate to Mega Evolve the Pokémon. When a Pokémon is Mega Evolved, it will remain Mega Evolved for 7 turns. They typically have more power and have an effect that affects your entire team of figures.

You can only Mega Evolve 1 Pokémon per game.


Z-Moves are a feature introduced in Version 7 of the game. As you make moves through the game, you power up your Z-Move gauge. When it's full, you have the ability to activate the Z-Move on any Pokémon you have in play. The Z-Move will be able to be selected based on the Pokémon's type, with each Z-Move having a different effect. If it's a White Attack, the power is double the highest power of the figure's strongest move.

NormalBreakneck BlitzWhite Z-MovePokémon knocked out by this Attack\'s damage are temporarily excluded from the duel, returning to the bench 7 turns later.
FightingAll-Out PummellingWhite Z-MoveAttaches a Cracked marker to opposing Pokémon in a straight line directly behind the battle opponent
FlyingSupersonic SkystrikeWhite Z-MoveAny Pokémon adjacent to the battle opponent other than this Pokémon spin. Those that spin White Attacks move to the bench. This Pokémon gains Wait 3.
PoisonAcid DownpourWhite Z-MoveAll opposing Pokémon on the field spin. Those that spin White Attacks become Poisoned.
GroundTectonic RagePurple Z-MoveKnocks out the battle opponent
RockContinental CrushPurple Z-MoveThe battle opponent and opposing Pokémon adjacent to the battle opponent gain Wait 9
BugSavage Spin-OutWhite Z-MoveAttaches a MP-2 marker to opposing Pokémon within 2 steps.
GhostNever-Ending NightmareWhite Z-MoveAll opposing Pokémon on the field spin. Those that spin White Attacks get an MP-1 marker.
SteelCorkscrew CrashWhite Z-MoveIf the battle opponent is knocked out, then after the battle, this Pokémon moves to a point 2 steps away
FireInferno OverdriveWhite Z-MoveThe battle opponent and the Pokémon in a straight line directly behind it become burned.
WaterHydro VortexWhite Z-MoveThe battle opponent and opposing Pokémon within 2 steps of it become confused.
GrassBloom DoomWhite Z-MoveRemoves all special conditions from your Pokémon
ElectricGigavolt HavocWhite Z-MoveThe battle opponent and a succession of Pokémon adjacent to the battle opponent (other than this Pokémon) become paralyzed
PsychicShattered PsycheWhite Z-MoveIf this Pokémon is on the field, this Pokémon moves to a point 3 steps away after battle
IceSubzero SlammerWhite Z-MoveAn opposing Pokémonwithin 2 steps becomes frozen
DragonDevastating DrakePurple Z-MoveA Pokémon on the field spins. If it spins a Miss or a White Attack of 120 damage or more, it is knocked out
DarkBlack Hole EclipseWhite Z-MoveReduces the opponetn\'s Z-Move gauge by two thirds of its max value
FairyTwinkle TacklePurple Z-MoveMoves the battle opponent to the bench

Certain other figures also have their own unique Z-Moves.