Pokemon Challenger POKEBALLS
Posted: Sat Jan 09, 2010 4:08 am
There are various types of Pokeball available. Each have different abilities that can aid in your quest. You can gain access to different models with higher ranks, earned through capturing Pokemon in Academy Balls or by winning Badges.
Academy Ball: Pokeball given out by Academies, they can track your progress remotely, and allow for the increase or decrease of rank. Open from the start.
Armor Ball: Grants the Pokemon armor to enhance defense. Armor breaks off in five posts. Requires Knight Badge.
Speed Ball: Ideal for catching quickly into an encounter. Requires Rank 15
Homing Ball: A tricky Pokeball that will follow a Pokemon for two posts after being thrown. Requires Rank 35.
Aqua Ball: A Pokeball ideal for catching Pokemon in the water. Requires Rescue Badge.
Geno Ball: A Pokeball that makes capturing various types easier depending on the type of chip installed. Requires Rank 25 and two Badges.
Heavy Ball: A Pokeball that makes capturing large Pokemon easier, as well as being harder to pop open by smaller Pokemon. Requires Goliath Badge.
Charge Ball: A Pokeball that makes capturing easier by spreading a paralyzing field of electricity. Requires Tesla Badge.
Timer Ball: A Pokeball that works best at the end of an encounter when all else has failed. Requires Rank 30.
Synchro Ball: A Pokeball that collects the emotional energy of the Trainer and transmits it to the Pokemon to increase or decrease their abilities. Requires Guts Badge.
Double Ball: A Pokeball that in the event it fails, it will hang in the air or ricochet off of a surface and attempt to recapture the Pokemon that it was sent at. Requires Rank 25
Poke Ball: The old standard, incredibly cheap but efficient. It's a glaring proof you have no Academy training and is generally looked down upon. Open from the start.
Academy Ball: Pokeball given out by Academies, they can track your progress remotely, and allow for the increase or decrease of rank. Open from the start.
Armor Ball: Grants the Pokemon armor to enhance defense. Armor breaks off in five posts. Requires Knight Badge.
Speed Ball: Ideal for catching quickly into an encounter. Requires Rank 15
Homing Ball: A tricky Pokeball that will follow a Pokemon for two posts after being thrown. Requires Rank 35.
Aqua Ball: A Pokeball ideal for catching Pokemon in the water. Requires Rescue Badge.
Geno Ball: A Pokeball that makes capturing various types easier depending on the type of chip installed. Requires Rank 25 and two Badges.
Heavy Ball: A Pokeball that makes capturing large Pokemon easier, as well as being harder to pop open by smaller Pokemon. Requires Goliath Badge.
Charge Ball: A Pokeball that makes capturing easier by spreading a paralyzing field of electricity. Requires Tesla Badge.
Timer Ball: A Pokeball that works best at the end of an encounter when all else has failed. Requires Rank 30.
Synchro Ball: A Pokeball that collects the emotional energy of the Trainer and transmits it to the Pokemon to increase or decrease their abilities. Requires Guts Badge.
Double Ball: A Pokeball that in the event it fails, it will hang in the air or ricochet off of a surface and attempt to recapture the Pokemon that it was sent at. Requires Rank 25
Poke Ball: The old standard, incredibly cheap but efficient. It's a glaring proof you have no Academy training and is generally looked down upon. Open from the start.