Manaka has a minigame similar to HGSS’s Pokeathalon in Pokemon Baseball, where you arrange some number of Pokemon into a team and play against teams from computers or other players. The number I’m less sure on; either doing a smaller game with a team of 6 (two base fielders, two outfielders, the pitcher, and the catcher) or the normal 9 (potentially more via relief pitcher or pinch hitter). Either way, the minigame will probably be 3 innings rather than 9.
Pokemon Baseball uses the same 5 stats of the Pokeathalon: Speed, Power, Stamina, Skill, and Jump, with each position using three or more for their various tasks. Unlike Pokeathalon, a lot of this would be automated, with the player perhaps giving some strategic leanings rather than controlling the Pokemon directly.
For a crash course on those stats, every Pokemon species has Baseline and Maximum Potential values for each stat, from 1 to 5. On individual Pokemon, each stat can be reduced or increased up to the Species Maximum by three things 1) the Pokemon’s nature, 2) the last Aprijuice they drank, 3) a variable amount that changes every day. I’ll simplify the Aprijuice system, but it will maintain the maximum net boost of +5 spread across the stats, so while Sunkern does have perfect potential and can max out any stat, it has a bad baseline, so can’t max out every stat at once. Now, for how they get used:
Batter
Power is used to determine how hard a Pokemon hits pitches, with high power batters swinging for the fences and low power often opting for bunts.
Skill affects the accuracy of the Pokemon’s swings, impacting foul balls and if the Pokemon should swing at pitches outside the strike zone.
Stamina affects how the Pokemon handles wild pitches; high Stamina Pokemon are more likely to let themselves be Hit-By-Pitch for the free walk.
Runner
Speed modifies the Pokemon’s speed around the bases
Jump is used for sliding, if a runner and fielder are very near a base, the runner will slide and the two Pokemon will have a Jump contest to see who tags the base first
Skill is used to judge when the runner will attempt to steal bases. A very low skill runner will never attempt this. Every level of skill gives the Pokemon a more accurate view of if it will succeed a stolen base attempt.
Fielder
Jump is used by the infielders to contest slides, and by the outfielders to catch potential home-run balls.
Speed as always modifies move speed, for outfielders to get to ground balls and infielders to get to bunts.
Power modifies how far a Pokemon can throw. This is usually not relevant for infielders, but does matter for outfielders as it reduces the amount of distance the Pokemon needs to run.
Skill affects the Pokemon’s skill at being in the right place for a catch. Average skill Pokemon will be able to pick up Pop Flys, and higher skill will give you better chances to pull off double plays and deny home runs.
Pitcher
Stamina is the most important stat for the pitcher, with the Pokemon becoming more tired over the course of the game, decreasing their stats. This may tie into a mechanic with relief pitchers, either one of the player’s Pokemon, or a Smeargle to keep team count down
Power affects how hard the pitcher throws, but it is a double edged sword. A higher power pitch is harder to hit, but will go further if it is hit.
Skill plays the more active role for the pitcher. Low skill Pokemon are more likely to throw Wild Pitches, while high skill Pokemon can mix up their pitches to make it harder for the batter.
Catcher
Skill is the most active stat for the catcher, with their skill modifying that of the pitches, the fielder’s ability to make double plays, making it harder for runners to steal bases, and punishing the batter’s mistakes.
Stamina is an important resource to the catcher, but less so than the pitcher. A catcher will start with a 25% boost to their stats, which degrades down to 10% reduction over the game, the rate defined by the Stamina. Catchers will bottom out at 90% effectiveness though, while Pitchers with poor Stamina can just keep getting worse and worse.
Power modifies the catcher’s throw distance, which is mostly relevant for defending stolen bases.
Jump and Speed are very rarely relevant to the catcher, but its possible it could come up if the batter bunts and a fast runner on third base is forced home.
Each of the five stats has their best position, but every Pokemon will be a Batter and Runner, while only two will be Pitcher and Catcher, making Power and Speed more relevant and Stamina less relevant. I’m not sure if there’s a way to adjust for that other than adding the tiredness mechanic to the other positions, which I don’t want to do.