Player's Handbook · Chapter 3

Your Partner, Your Party

Every Pokémon in your party is an individual, not a statistic. The species tells you what the creature is like at its core — its temperament, its habitat, its way of living. But the one you carry is its own being, with a name, quirks, a history of how you met, and a relationship with you that changes with every choice you make.

The creature and the individual

A species entry in the dex describes temperament — the species-wide truth: Pikachu are curious, energetic, quick to shock. Your partner's nature is the individual twist: this one is bolder, shyer, more easily startled. Give them a nickname if they'll accept one, note their quirks, and remember how and where you met — that story is yours and it will come back up.

The bond

Your relationship with each Pokémon runs on a ladder:

Wary → Working relationship → Trusting → Devoted

The bond rises when you act like someone worth trusting: you protect them, you listen to them, you don't force them against their nature. It falls — sometimes to strained or broken — when you neglect them, push them past what they'll bear, or betray them for a win. A devoted partner will take a hit meant for you. A broken bond is a story all its own, and repairing it is harder than earning it fresh.

The condition

A Pokémon's physical state runs on its own ladder:

Fresh → Winded → Struggling → Failing → Down

  • Fresh — full of themselves, ready.
  • Winded — tired; a few steps slow.
  • Struggling — hurt and flagging; moves cost more, concentration slips.
  • Failing — barely on their feet; one more hit may end it.
  • Down — out of the fight. Not dead — knocked out, and depending on how it happened, scared, hurt, or ashamed.

Condition recovers with rest, with a Pokémon Center, and with medicine. How a creature went down matters: a partner who lost because you sent them in failing will remember it.

Moves

Each Pokémon has a repertoire — the moves they've learned over time. They can carry four active moves into a fight. Moves are not spell lists; they are described by what they cost and what they do, so a Thunderbolt drains the cheek pouches and an Iron Tail leaves the creature off-balance. Choose the four that fit your partner and your style — and swap them when the story gives you a reason to learn something new.

The party around them

You can carry a small team, and you'll meet more Pokémon than you can keep. Your partner is the one that matters most. The rest are your party — each with their own bond, condition, and reasons to trust you. When the fight matters, you'll send someone in. Whom you send, and why, is the game.

Manual updated Aug 22, 2026.