POKÉMON ARENABETA
✦ A NEW WAY TO BATTLE

Make your move.

BATTLEFIELDArena effects OFF
CHARIZARDYOU
FIRE / FLYING150 / 150
EXHIBITION02:00ROUND 01
SEAKINGCPU
WATER180 / 180
CERULEAN CITYWATER GYM
YOUR NEXT CHALLENGE

Turn up the heat.

A familiar world. A whole new battle.

SINGLE PLAYER · 2 MINUTE ROUNDS
ENERGY100 / 100
Recharges over time
BUILD YOUR MATCHUP151 Pokémon. Both sides are yours to choose.

Bring 1–6 Pokémon per side. Switch teammates during battle, or let the next available Pokémon enter when one faints.

Rival difficulty

The original battle pace: a balanced rival that keeps the pressure on.

YOUR MOVE SET
RIVAL’S MOVE SET

Real Pokémon moves, adapted for real-time battles. Hover a move to see how it works. Ditto copies its rival with Transform.

KANTO POKÉDEX

Choose your partner

151 Pokémon
WASD Move Aim & attackJKL AbilitiesSPACE DodgeESC Pause
TRAINER’S HANDBOOK

Every move matters.

Choose your partner and CPU rival from the Kanto Pokédex, then defeat your rival before the timer runs out. One-on-one rounds last two minutes. Trainer Battle lets each side bring 1–6 Pokémon, with two minutes per slot on the larger team. Choose a trainer and edit numbered slots before starting. Use Switch Pokémon below the arena to choose a teammate during battle. Your Pokémon returns to its ball before the replacement is thrown out. HP, energy, conditions, and move cooldowns are retained; switching has a six-second cooldown. Teammates also enter automatically when one faints; defeat the whole team to win. At time expiry, remaining team health decides the result.

W / A / S / DMove around the arena. With Arena effects on, avoid lava, brake on ice, and use trees as cover.
MOUSE / JAim with your cursor. Hold click or J to fire your quick attack. Keyboard-only play automatically aims at your rival.
K / LUnleash your special or ultimate. Watch your energy and cooldowns.
SPACEDodge in your movement direction. You cannot take damage during the dash.
ESC / PPause and catch your breath.

Move sets belong to each species. Physical strikes require close range; rushing attacks move you forward. Healing and defensive moves affect you, and status moves affect your rival. Self-Destruct and Explosion also make the user faint. Ditto starts with Transform and copies the rival’s moves. Magikarp’s Splash has no battle effect.

On touchscreens, use the direction pad and tap the ability buttons. Attacks automatically aim at your rival.

MADE FOR PLAY

A little fan project.

A browser battle prototype inspired by classic Pokémon sprites and real-time arena fighters. Arena art, effects, sound synthesis, and gameplay code were created for this project.

Directional battle sprites: SpriteCollab, with original artwork by Chunsoft and work by the credited community artists. Battle sprites and head portraits cover all 151 Kanto Pokémon. Community contributions are credited under CC BY-NC 4.0. Full asset credits.

Trainer portraits, Red and Leaf throwing frames, and Poké Ball art: FireRed/LeafGreen assets from pret/pokefirered. Trainer asset credits.

Roster and fallback sprites: PokéAPI. Pokémon and character designs belong to Nintendo, Game Freak, and The Pokémon Company. This noncommercial fan prototype is not affiliated with or endorsed by them.

Species names, current types, and base stats: PokéAPI. Move selections are verified against Ultra Sun/Ultra Moon learnsets, including retained pre-evolution moves. Damage, durations, and status effects are adapted for real-time battles. Single-player exhibition mode.

YOUR KEYS. YOUR PLAYSTYLE.

Make it your own.

Click a key, then press its replacement. Changes save automatically. Escape always pauses the battle.

ACTIONPRIMARYALTERNATE

Choose a key to change. Backspace clears an alternate key.

A CHANGE OF SCENERY

Choose your battlefield.

Six settings. Any matchup. Find your next arena.

Both fighters can change terrain. Changes last for the round; rematches restore it. Water extinguishes burning trees, and fire melts frozen paths. Ground-targeted moves can reach beyond cover.

Standard movement and combat. Surface impact animations stay on.

Your choice is saved for the next battle. Change arenas and rules between rounds. Surface impacts animate with either setting.

A TEAM EFFORT

Who’s up next?

Battle is paused. Choose a teammate to recall your Pokémon and send out the next one.

HP, energy, conditions, and move cooldowns stay with each Pokémon. Switching is available again after 6 seconds of battle.