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Main series

  • In every Pokémon game, the Master Ball and HMs cannot be sold to vendors, preventing players from accidentally getting rid of them, and in the latter case being unable to advance. From Pokémon Black and White onward, TMs have also been unsellable.
  • At least in Pokémon Red and Blue, losing the first trainer battle of the game, against your rival in Professor Oak's laboratory, doesn't cost you any money. This is explained in the remakes by Professor Oak himself paying the prize money in your place if you lose, since the player character wasn't aware of any "prize money" system at the time.
  • Pokémon Ruby and Sapphire's Day Care is inside Route 117 which also happens to have a straight line that runs from a fence in the same Route to a big rock on Route 118. That means that players can run a Mach Bike along the straight line until the Day Care generates an Egg or their Eggs hatch... if the player avoids a one-way cliff that is near the end of the straight line. Pokémon Emerald not only gets rid of the cliff but also recedes the fence upward, extending the straight line to a two-way route between far-in Verdanturf City to the actual big rock in Route 118, not only increasing the number of steps per trip but also letting the player just hold Left and Right mindlessly until the Egg gets generated or hatched.
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    • In the 3DS remakes Omega Ruby and Alpha Sapphire, a second day care is added to the Battle Resort. Thanks to the 3D world design, players can line up with a specific rock and hold one button to continuously bike in a circle, making the process even more hands free.
  • In early Pokémon games, causing a legendary Pokémon to faint results in it being uncatchable. That changed with Platinum onwards, where it will reappear after defeating the Elite Four, and will continue to reappear until it is captured.
  • Finding and evolving Feebas was a pain in Gens III and IV due to finding it being a Luck-Based Mission and having to use Pokéblocks or Poffins to maximise its Beauty stat, and it was rather easy to render it unable to evolve. Gen V not only made Feebas more common, but got rid of Contest stats and made Feebas evolve through the (comparatively) simpler method of trading it while holding a Prism Scale. Even when Contest stats returned in Omega Ruby and Alpha Sapphire, this alternate evolution method was retained. It's also much easier to find Feebas than in the original games, as there are locations where they have an encounter rate of 100%. The original method for evolving it was made simpler, too, since the limit on how many Pokéblocks can be eaten was removed (and they're much easier to make now).
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  • Starting with Pokémon Black and White, in games where a legendary Pokémon needs to be captured for the plot to continue, it will have a catch rate of 45 as opposed to the usual legendary catch rate of 3, making it a more manageable task.
  • Pokémon Black and White also changed the way TMs worked. Previously, TMs were single use, so if you wanted to train two Pokémon to use Earthquake, you would need to either purchase another game and trade across the TM or ask your friend to give you theirs. Generation 5 changed it so that all TMs are infinite use, much like HMs. This has carried on for every mainline Pokémon game.
  • Prior to Pokémon Black and White, trading a Pokémon required it to be in the player's party, often requiring shuffling party members, especially when trading large numbers. Now, players can trade Pokémon that are in their PC, eliminating a rather tedious hassle.
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  • Pokémon X and Y introduced the ability to trade Pokémon from anywhere without having to visit a Pokémon Center. To keep players from accidentally trading away their only Pokémon that knew a given HM move and getting stuck, Pokémon with HM moves cannot be traded from within the player's party.
  • Omega Ruby/Alpha Sapphire introduces the DexNav, which allows you to see a wild Pokémon's Nature, Ability, first move (some of which can be Egg Moves), level, hold item, and even number of perfect IVs before you find and capture it, cutting down tremendously on Save Scumming and breeding for the kind of Pokémon you want. Even better? The odds of finding said Pokémon increase the more times you encounter its species in battle.
  • Pokémon Sun and Moon, after six generations, finally does away with the need for an HM Mule Pokémon or being forced to fill your team's moveslots with useless moves like Cut and Rock Smash. Now if you need to cross water or smash some rocks, you can call on a rideable Pokémon such as Tauros or Lapras.
  • In most main series games, to get the Oval Charm (increases the chance of finding eggs), you need to see all the Pokémon in that game's regional Dex. See, not catch, meaning you don't have to go out of your way to find version exclusives or trade evolutions to add to your box (although you still can if you want). In Sun and Moon, it's even easier than that: find Game Freak Morimoto and win a trainer battle (careful, he has a tough team).
  • Getting the Shiny Charm (increases the chance of finding shiny Pokémon) is tougher, since you need to obtain every Pokémon in the National Dex. Luckily, event-exclusives such as Mew are optional for this purpose, though that doesn't stop some people from going for "true" 100% Completion anyway. Again, Sun and Moon makes this more manageable, since you just need to register everything in the Alola Dex (there being no National Dex in these games), cutting down the number of Pokémon needing to be obtained from about 800 to about 300 and not locking out people lacking access to Pokémon Bank.
  • Obtaining all the version-exclusive legendary Pokémon has never been an easy feat for those without another player or 3DS to help them. While the GTS has helped in some cases, if the trade requirements aren't completely bogus, you'd have to give up a one-of-a-kind legendary Pokémon. Sun and Moon helps out by giving you multiple copies of version-exclusive Pokémon. You can obtain a second Solgaleo/Lunala in the post-game, and you are required to catch multiple specimens of Ultra Beasts as well, which can make trading for the other version much easier.
  • Sun and Moon has yet another useful feature: Hyper Training, which allows you to max out the IVs of a Pokémon. It doesn't work for breeding, but that's not its main use anyways: it's actually most useful for difficult-to-acquire, single-specimen genderless Pokémon whose IVs cannot be corrected by breeding at all, notably legendary Pokémon.
    • It also comes with the perk of allowing players to run any type of Hidden Power with "perfect" I Vs. In particular, Latios, Magnezone, Alakazam, and Gengar can now freely use Hidden Power Fire and Fighting to deal with Steel and Dark-type Pokémon more effectively without having to give up an incredibly valuable perfect Speed stat.
  • Sun and Moon also add a bunch of helpful information to the in-battle UI. You can review all stat changes currently in effect, check out what your current Ability does, and even see how your moves will match up against the opponent's type if you've encountered that species before. All in all, it's pretty handy for new players and long-time fans alike.
  • Ultra Sun and Ultra Moon made getting battle points easier. One criticism of the original pair was that Battle Tree regular battles would throw the same fully-trained Pokémon with tough, competitive movesets, items, and abilities at you that Super Battles do, and when you start off, all you're likely to have is a team of haphazardly-trained adventure Pokémon with imperfect stats note , forcing you to pretty much have a competitive team to get items to breed competitive teams. These games make it so that Pokémon over Level 50 are not de-leveled to 50 in regular battles (along with allowing otherwise banned Pokémon), letting you use level advantage to overcome faults in training and stats and get a strong start. They also introduce the Mantine Surf minigame which also awards battle points, letting you skip the Battle Tree altogether.
    • Mantine Surfing also addresses one of the other problems with BP in past games. Past games generally only let BP be acquired in Battle Facilities, which often use advanced battle techniques, and some games only had them available in the post-game. Mantine Surfing is available from a quarter of the way through the game and does not require strong Pokémon with good battle techniques, letting anyone get BP. And while certain techniques are still locked off until the post-game, others aren't, allowing players to pick up some cool coverage moves for their Pokémon along the way, too.
  • Poké Pelago in the Gen VII games is extremely useful when you level each of the islands up, but special mention needs to go to Isle Aplenny, which takes the berry growing mechanics of past games and streamlines it. Instead of having to manually watch and water them, your boxed Pokémon take care of that for you. Once you've fully leveled that island up, you can plant 18 berries and expect a full yield when the berries are done growing. Poké Pelago can also be accessed from the menu once you've unlocked it, so you don't need to memorize where you planted what berry.

Spinoffs

  • In Pokémon Colosseum, if you fail to snag a Shadow Pokémon from an enemy trainer, you had to refight that trainer — in the case of bosses, with noticably improved teams, much later in the game. In the sequel, Pokémon XD: Gale of Darkness, a failure to snag resulted in said Shadow Pokémon being stolen by Miror B, a preferable fight because a) his team was considerably weak throughout the entire game, save for what is essentially a Bonus Boss fight for 100% Completion, and b) his battle music was one of the best tracks in the series. Additionally, a lot of late-game Shadow Pokémon in Gale of Darkness are ones that are hard to get in the main Gen 3 games, such as Tauros. Provided you snag them, you'll have to spend less time in the Safari Zone, where catching Pokémon is noticeably different and harder.
  • In Pokémon Mystery Dungeon, if your team or client is defeated or otherwise fails to clear a dungeon, your money and/or items in the team's Treasure Bag are lost, but any items in storage and money deposited in the bank are safe.
  • The ball saver in Pokémon Pinball is activated at the beginning of a new ball and for the first 60 seconds of the Catch 'Em and Evolution Modes.

Trading Card Game

  • The Pokémon Trading Card Game Online highlights cards in your hand which are able to be used, since they can interact with cards on the field (for example, you can't play the card Field Blower, which removes tools and stadium cards, if there isn't at least one of those on either side of the field), which also serves to prevent accidentally wasting cards. The feature also enforces the once-per-turn limit of being able to attach energy and playing supporter cards, and also highlights any Pokémon on your bench which haven't used their once-per-turn abilities yet.

Pokémon GO

  • There is an item cap (350 to start, although it can be upgraded), and once you've hit the maximum, you won't be able to collect any more. However, if you level up, you don't lose out on the item windfall that you get, the game temporarily increasing your max item limit to accommodate the item prizes. Also, while you won't be able to collect any more items from Pokéstops once your inventory is maxed out, you can still check them for the experience boost.
  • Speaking of Pokéstops, you can find them at just about any real life "landmarks." Everything from parks to churches to local government buildings tend to be eligible to become Pokéstops. The Pokéstops hand out a random assortment of items and/or Pokémon Eggs every time you visit, keeping you well stocked up, and have a short cooldown time of about five minutes so you can use them frequently.
    • In September 2018, Level 40 players from a handful of countries can submit stops, but it's still on trial mode, and was briefly disabled during the Holiday period. As of March 2019, the number of countries is growing, but is limited to mainly South-East Asia, South America, and Denmark.
  • Despite what some people would have you believe, there is no limit on the number of players that can catch a particular iteration of a Pokémon once. If a rare/powerful Pokémon disappears after other people catch it, it's because it timed out and de-spawned. This helps prevent hostility among players and potentially reckless behavior trying to snag it first.
  • With no evolutionary stones in this game, the Eevee evolutions are almost completely randomized. Fortunately, it only takes half as many Eevee candies to evolve one compared to a standard two-tiered Pokémon (25 instead of 50). It's still annoying if you don't get the evolution you want, but it's not too difficult to try again. There's also an Easter Egg that lets you pick the evolution you want, but this only works once for each of the five Eeveelutions. After that, it's always random.
  • One of the items the player starts with is a limitless-use egg incubator, ensuring that they will always be able to incubate at least one egg. Additional incubators (which have a three-use limit) allow the player to hatch multiple eggs at once.
  • With the update that added bonuses for capture medals, training allied gyms was made far easier. Previously, only one Pokémon could be used to train a gym, with prestige awards being based on relative CP. Since more prestige is awarded for using a weaker Pokémon, earning large amounts of prestige could be extremely difficult without good dodging skills. The update allows the player to use a full lineup, with the stronger member determining prestige rewards. Furthermore, the defenders are brought down to the player's level, allowing any player to train effectively on an allied gym. This system was retired after the Gym mechanics were revamped.
  • The Buddy Pokémon update allows you to assign any Pokémon in your roster as a buddy that walks along with you. Doing so adds a distance counter similar to an egg which earns one or two candies every time you reach that goal. The distance required is based on the egg group of the Pokémon in question, being 1 km for 2 km eggs, 3 km for 5 km eggs, and 5 km for 10 km eggs. For example, the Pidgey line only requires 1 km per candy, while the Dratini line needs 5 km. Evolved forms collect candies at the same rate as their base forms. The starters are an exception, requiring 3 km per candy instead of 1. This makes earning candies for rare Pokémon much easier, though still a slow process. Magikarp in particular benefits from this, as its high candy requirement is balanced out by its egg group, making it no more difficult to earn the requisite candy than it would be for a common third-stage evolution.
  • Taking down an opposing Gym gives a brief period where only the player(s) responsible can place Pokémon in the now-vacant Gym, preventing other players who did not contribute from stealing the spot AKA "Gym Sniping". Previously, no such grace period was given.
    • The Pokemon that Ditto hides as are always Com Mons, so that people would not get disappointed should they catch a very rare Pokémon only for it to be a Ditto in disguise. Subverted in the case of Shiny Gastly, which can turn out to be non-shiny Ditto.
    • Though rare, Nanab Berries lessen the chance that a Pokémon will go into their jump/attack/evade animation while the player is trying to catch them; a welcome addition as the extra animations were a huge annoyance to players, since the Pokémon can and will do one of these actions as a Pokéball is being thrown at them with seemingly no rhyme or reason. Especially if said Pokémon are from raids, which provided limited Premier Balls.
  • Pokémon encountered as a reward for completing research tasks will never run, meaning that a player has infinite attempts at catching it, as long as their available balls permit. This includes legendary Pokémon encountered as a reward for completing a seven-day Research Breakthrough. To go through an entire week of completing tasks, only to have the legendary Pokémon flee after a failed throw, would be cruel even by the standards of Classic Video Game "Screw You"s.


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