Pokémon Winds and Waves Points to Big Change in How You Battle

Recent comments from the developer, plus a long history of adding and dropping features, hint at where the series is heading next.

News by Adeela Tas on  Oct 25, 2026

A new direction is taking shape for the series, and it's fascinating. Over the past couple of weeks, Game Freak has made a string of announcements, and the CEO has weighed in too. Taken together, they suggest The Pokémon Company is starting to change how these games work in ways you probably didn't expect, and that is worth a closer look.

In short, the studio seems ready to change things one step at a time, and you will notice it first in the battle system. Fights have started to feel a little stale, so the plan seems to be shaking things up and giving you a different experience over the next several releases.

Pokémon winds and waves battle Florian exploring cave

That could start with Gen 11 and continue from there.

Since Pokémon Champions arrived, it has looked like the standard way to battle in championships and tournaments. But in the next mainline games, fighting could feel very different from what you have today. Based on leaks and rumors, Pokémon Winds and Waves will have its own battle style.

It's been confirmed as a turn-based game, but within that structure you will reportedly be able to move around much as you did in Scarlet and Violet. You could throw a Poké Ball to kick off an encounter and handle other things like that, all while the traditional battle system stays in place.

That mix is what makes Pokémon Winds and Waves worth watching. It keeps the classic turn-based structure long-time players know, but added movement and the ability to start an encounter by throwing a Poké Ball give the game a more hands-on feel. Nothing about Pokémon Winds and Waves has been officially shown, so treat the details as leaks until proper announcements arrive.

Gen 11 has fewer confirmed details, but Game Freak said that's where things really start to change. You got a taste of that with Pokémon Legends: Z-A, which acted almost like a beta test. It introduced a new battle style that was more real-time and action-driven, the kind of thing you would normally see in the anime.

Speaking of the anime, it seems the studio may be working on one specific idea: bringing more of that classic show feel into a mainline game.

That is probably what they mean by evolving the battle system, because they handled it nicely in Pokémon Legends: Z-A. It gave a formula that had felt tired for a while a fresh turn, and being able to command your Pokémon however you want is a real highlight.

It adds strategy, too. You can use Thunderbolt on one enemy and Fire Blast on another, which calls for a more focused team. Compare that with tapping a single move and letting an overleveled Pokémon do the work. That can still happen in the newer titles, but the point stands.

Pokémon Winds and Wave Juliana smiling outdoor

This is likely what the series has been hinting at for years. Maybe the team wasn't sure about it, or maybe the technology wasn't there yet. Think about the anime, where Ash Ketchum battles in some random gym and the action plays out in real time. You hear "Pikachu, use Thunderbolt!" and the encounter unfolds live.

That is where this could go, something like Pokémon Legends: Z-A but even more dynamic, and it is the direction The Pokémon Company could take next. It would be a great way forward. The battle system is not the only thing that keeps shifting.

The franchise has evolved for a long time, and you can trace it back to Generation 6, when each stretch started bringing in something different the team wanted to try. Then, more often than not, they would go back on it. A good mechanic from one game would be dropped into the next, the original approach would return, and they'd test something else.

Sun and Moon is the clearest example, since Totem Pokémon replaced standard gyms.

Some players did not like that about Sun and Moon, so Game Freak stepped back and gave you something new. Let's Go, Pikachu! and Let's Go, Eevee! came next and pushed the series forward in another way. Instead of battling wild Pokémon, you just throw a Poké Ball, catch the Pokémon, and move on. It worked well, and plenty of players liked it.

After that, the team walked it back again. The stylized graphics went away, the catching approach was dropped, and a semi-open environment took over, one you could explore in a controlled space. The series had never offered anything like it. That setup arrived with Sword and Shield, and its DLC stood out because it made shiny hunting much smoother.

Next up was Legends: Arceus, which was a really cool step. In Legends: Arceus, you could aim and throw a Poké Ball directly at a Pokémon in the overworld. It built on the Wild Area from Sword and Shield, but it also took a step back because you couldn't travel seamlessly between regions.

Pokémon Winds and Wave Wailord spouting water

You had to go through loading screens and base camps, which was a little awkward. Scarlet and Violet then did a complete 180. It walked back the overworld catching and direct throwing from Legends: Arceus and let you go wherever you wanted in a fully open world, though it came with plenty of bugs and glitches.

You can stretch the same idea to Pokémon Legends: Z-A.

It stripped out the wide-open freedom of Scarlet and Violet and kept you in one city, narrowing the scope. In return, it introduced a mechanic that gave you complete real-time control over battles. Real-time combat was a cool addition, and it added some interesting animations along the way.

Now, with Pokémon Winds and Waves, leaks suggest the team is walking back the real-time action and returning to the classic turn-based format. That is where this whole topic comes into play. The series keeps experimenting with its key pillars and sometimes swaps them for something entirely different. That could apply to battling, general progression, multiplayer, or anything else, and it is interesting to look at the franchise through that lens.

Beyond Pokémon Winds and Waves, the next stage of the series should be fascinating, and Gen 11 could show you what is truly new. At the same time, Gen 10 hasn't even launched, and people are already talking about it as if it is out. You have leaks and rumors to go on, but nothing is concrete until The Pokémon Company or the developer announces it officially. Until then, everything about Gen 10 is speculation.

Whatever they do with Pokémon Winds and Waves and what follows, the hope is that it turns out well. It finally seems like Game Freak might be listening to the community, recognizing that the games need more polish and possibly investing more time and resources into development.

As the world's biggest media franchise, the series always carries high expectations for quality.

Overall, Pokémon Winds and Waves fits into a cycle the series keeps repeating. The developer introduces something new, then drops it in the very next title. Seen that way, each game from Sun and Moon onward reads like a test of one pillar, whether that is battling, catching, or exploring.

Pokémon Winds and Wave Juliana watching ocean

With Gen 10 still unreleased, a few questions remain. For Pokémon Winds and Waves, the biggest question is how much of the movement and encounter style carries over from earlier games now that the real-time system is reportedly swapped for turn-based battles.

For Gen 11, the studio has already said change is coming, so you can expect something noticeably different. And for the next Legends entry, a lot depends on what the team keeps from Pokémon Winds and Waves. There are two ways this could go.

The team could walk back the ideas introduced in Pokémon Winds and Waves, continuing the loop of adding something and dropping it right after. Or it could start consolidating those ideas into a definitive formula that finally sticks. Both are realistic, and the answer will probably show up with the next big announcements from The Pokémon Company.

Adeela Tas

Editor, NoobFeed

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