Unrelated to everything recently discussed, but as much as I dislike how punishing the Battle Facilities are if you lose, I will give them credit where it is due. I legitimately like the Battle Castle, for many reasons:
1. You have to think carefully about how you use your CP (Castle Points).
Every time you win a battle, you get CP based on how well you did. According to Bulbapedia, this is based on several factors, like how much PP you used, what HP your mons were at when won, if any team members fainted, if your team had status ailments, or if you leveled up your opponent (will get to this in a second). In addition, you can use your CP to buy items, heal HP and PP, identify an opponent’s Pokémon or see their moves, raise/lower mon levels by 5, rank up to increase what you can do with CP and even skip battles (I think after 21 wins).
It cultivates strategy besides mon choices or moves, and unlike any other facility...
2. The early battles actually matter beyond progressing your streak.
Unlike the other facilities where most of the early fights are boring until about the third or fourth “wave” (or set of 7 battles) because of dumb Ai or unevolved mons, the early battles in the Castle actually mean something. You need to know what you need to spend your CP on, if your mon should go without healing for just one more round, and, most importantly, you need to level up the fodder you are facing. You see, if you boost the level of every mon in a team you face, you get an automatic 21 CP. Combine this with playing smart early on and you have the truckloads of CP for the later rounds. In my winning streak of 49 battles for the Gold Print, I was literally able to skip the last two waves save for Darach because I was super stingy with my CP. This cuts down on time spent getting the facility done.
3. Unlike everything save the Tower, there’s no gimmick that can screw you over.
None of the Hall’s “one crit and you die,” the Arcade’s “possibly have a Lagging Tail on all your mons if you misclick” (why is that a thing) or the Factory’s potentially bad mon selections where you get nothing you can use effectively even if you swap every round, you are in control of how much you know, with no gimmick like the Arcade where you know the enemy Pokémon (but not moves and the like) but lack items and must play roulette, or where in the Factory where they eventually stop telling you what you face (for the most part). You can spend CP to identify what team you face to prepare a strategy. You can level down a mon if it is advantageous against your team. In other words, it gives you a lot of leeway despite the fact that you still can’t lose once.
It’s challenging, sure, but you are given the tools to succeed minus a competitively-bred team, and that’s why I like the Battle Castle!
1. You have to think carefully about how you use your CP (Castle Points).
Every time you win a battle, you get CP based on how well you did. According to Bulbapedia, this is based on several factors, like how much PP you used, what HP your mons were at when won, if any team members fainted, if your team had status ailments, or if you leveled up your opponent (will get to this in a second). In addition, you can use your CP to buy items, heal HP and PP, identify an opponent’s Pokémon or see their moves, raise/lower mon levels by 5, rank up to increase what you can do with CP and even skip battles (I think after 21 wins).
It cultivates strategy besides mon choices or moves, and unlike any other facility...
2. The early battles actually matter beyond progressing your streak.
Unlike the other facilities where most of the early fights are boring until about the third or fourth “wave” (or set of 7 battles) because of dumb Ai or unevolved mons, the early battles in the Castle actually mean something. You need to know what you need to spend your CP on, if your mon should go without healing for just one more round, and, most importantly, you need to level up the fodder you are facing. You see, if you boost the level of every mon in a team you face, you get an automatic 21 CP. Combine this with playing smart early on and you have the truckloads of CP for the later rounds. In my winning streak of 49 battles for the Gold Print, I was literally able to skip the last two waves save for Darach because I was super stingy with my CP. This cuts down on time spent getting the facility done.
3. Unlike everything save the Tower, there’s no gimmick that can screw you over.
None of the Hall’s “one crit and you die,” the Arcade’s “possibly have a Lagging Tail on all your mons if you misclick” (why is that a thing) or the Factory’s potentially bad mon selections where you get nothing you can use effectively even if you swap every round, you are in control of how much you know, with no gimmick like the Arcade where you know the enemy Pokémon (but not moves and the like) but lack items and must play roulette, or where in the Factory where they eventually stop telling you what you face (for the most part). You can spend CP to identify what team you face to prepare a strategy. You can level down a mon if it is advantageous against your team. In other words, it gives you a lot of leeway despite the fact that you still can’t lose once.
It’s challenging, sure, but you are given the tools to succeed minus a competitively-bred team, and that’s why I like the Battle Castle!
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