In Kanto Tactics you start with a hex board, a bench, and a shop stocked with first-generation Pokémon, and the first thing that matters is how much gold you keep instead of what you buy. Gold earns interest, so coins you hold today can earn more tomorrow, a rule auto chess players know as the interest curve.
This is a browser-based auto-battler, so the fighting happens on its own once you have arranged your team. Rounds alternate between neutral PvE waves and trainer matches, and everything you do between them decides whether the next fight is winnable. The route to the Indigo Plateau is a roguelite-style campaign, and a weak economy can end a run on the early gym routes.
Auto chess veterans will recognize the rhythm immediately. Teamfight Tactics players in particular will feel at home with the shop, the bench, and the interest breakpoints.
Reroll timing is where runs are won or lost. Rolling too early drains the gold that earns interest, while waiting too long leaves your board behind the trainer in front of you.
Units progress through identical-copy fusion, and the type-based traits stack on top of it.
Merge three copies of the same Pokémon and it evolves, so a fusion of Charmeleon becomes Charizard even in the middle of a fight. Fire and Poison synergies reward stacking matching types across the board, and Flying is one of the traits that activates once enough of your team shares it. Collectors who want the full Charizard payoff will plan the shop around their Charmeleon copies.
Between matches you equip and combine item components on carry units, balancing frontline bulk with backline hyper-carries so the team survives increasingly stacked rival rosters. Theorycrafters will enjoy how Poison, Fire, and Flying traits change what each carry needs, and by the time the Indigo Plateau comes into view the board has to hold both layers at once.
Against Teamfight Tactics, Kanto Tactics swaps the 8-player live lobby for PvE waves and a trainer gauntlet on fixed hex boards, and swaps star tiers for three-copy fusion that triggers thematic evolutions. The gold economy stays classic, with interest, while elemental type synergies replace origin traits, augments, and portals.
Players are not unanimous on the polish. One reviewer who has played 18 seasons of Teamfight Tactics called the core loop solid and smooth, yet described the item catalog as bland and the visuals as cluttered during chaotic clashes, with 3D-styled unit sprites that get the job done.
A few questions come up first with a fan project like this. Short answers follow.
Kanto Tactics rewards the player who protects their interest, finds that third Charmeleon, and still has a frontline standing when the Indigo Plateau comes into view. For anyone who loved the auto chess loop and the first-generation roster, it is a fan project worth a browser tab.