How to play
Pokémon Survivors is a Vampire Survivors-style roguelite: you only move, and your Pokémon attacks on its own. This guide explains everything that happens in a run, with the game's numbers.
Controls
| Action | Keyboard | Gamepad | Touch |
|---|---|---|---|
| Move | WASD or arrow keys | D-pad or left stick | Drag anywhere on the screen (floating joystick) |
| Special attack | Space | A (Xbox) or ✕ (PlayStation) | Round button, bottom right |
| Mega Evolution | E | Y (Xbox) or △ (PlayStation) | MEGA button, above the special |
| Lunge (Quick Attack, Extreme Speed) | Shift | X (Xbox) or □ (PlayStation) | Round button, left of the special |
| Pause | Esc or P | Start | Button, top right |
| Navigate menus | Arrows, Enter confirms, Esc goes back | D-pad or left stick, A confirms, B goes back | Tap |
| Pick an upgrade | 1 to 3, or ↑ ↓ and Enter | D-pad and A | Tap it |
| Pick your partner | Arrows in the grid, Tab Starters/Eggs, 1 to 9 region, I details, Enter starts | D-pad (↓ on the last row leads to Eggs) and A | Tap to view, tap again (or Start) to play |
| Go to the Kecleon Shop | L in the lobby (or on the partner select), or walk to the plaza and press E | D-pad to Shop, then A | Tap Shop, Kecleon or the little sign pointing to the plaza |
| Sound on/off | M | Settings | Settings |
| Language | I on the title screen, or Settings | Settings | PT | EN | ES on the title screen, or Settings |
On a gamepad, the D-pad and left stick move your Pokémon and navigate every menu, A confirms, B goes back and Start pauses. In a run, A fires the special attack.
In Settings → Controls → Keyboard and gamepad, you can change the key and the gamepad button of every action (move, special, Mega, lunge, pause, confirm and back). The arrows and Esc always work.
On phones you can install the game as a fullscreen app: open the browser menu and choose "Add to Home Screen".
The run
Pick one of 27 starters, Kanto to Paldea. Each one has its own stats, starting move, learnset and special attack (see the Pokédex).
Walk around and dodge: your moves fire on their own as their cooldowns come back. Survive 15 minutes of ever bigger hordes. At the end Mewtwo shows up, and beating it wins the run. After that you can keep going in endless mode.
If your HP hits zero the run is over (unless you are holding a Revive, or are in a rift’s arena or a place, which just send you back out to the map). The Poké Dollars you picked up go to your wallet.
Regular enemies get tougher every minute (bosses don't): at 5:00, 2.2x HP and 1.35x damage; at 10:00, 4.6x HP and 1.94x damage; at 15:00, 8.8x HP and 2.89x damage.
Difficulty
Pick the difficulty in the partner select's bottom bar, next to the Start button (or with the X key). Every level is open from the start and your pick is saved. Normal is the base run; the other levels multiply:
| Level | Enemy HP | Damage you take | Spawn rate | Enemy speed | Scaling per minute | Healing |
|---|---|---|---|---|---|---|
| Normal | 1x | 1x | 1x | 1x | 1x | 1x |
| Hard | 1.4x | 1.45x | 1.25x | 1.1x | 1.12x | 1x |
| Nightmare | 1.8x | 2x | 1.5x | 1.2x | 1.25x | 0.5x |
Timeline
| Time | Event |
|---|---|
| 1:15 | Swarm: 16 flying tier 1 Pokémon cross the screen |
| 2:30 | Boss: Onix |
| 2:45 | Swarm: 24 flying tier 1 Pokémon cross the screen |
| 4:00 | Ring: a circle of 28 tier 2 Pokémon closes in on you |
| 4:30 | Ring: a circle of 10 Voltorb closes in on you |
| 5:00 | Boss: Snorlax |
| 6:30 | Swarm: 36 flying tier 1 Pokémon cross the screen |
| 7:00 | Boss: the run's legendary trio (Articuno, Raikou or Regirock) |
| 8:00 | Ring: a circle of 30 tier 3 Pokémon closes in on you |
| 9:00 | Swarm: 40 flying tier 1 Pokémon cross the screen |
| 9:30 | Boss: the run's legendary trio (Zapdos, Entei or Regice) |
| 11:00 | Ring: a circle of 40 tier 3 Pokémon closes in on you |
| 12:00 | Boss: the run's legendary trio (Moltres, Suicune or Registeel) |
| 13:30 | Swarm: 60 flying tier 1 Pokémon cross the screen |
| 15:00 | Rare boss: Mew, Celebi or Jirachi (10% chance) |
| 15:00 | Boss: Mewtwo |
Biomes and weather
A run walks through 5 biomes, 3 minutes each, with no loading screen: the ground dissolves into the next place and every biome has its own music. Breakables change their look too (in the cave, tall grass becomes a rock and the berry tree a giant mushroom).
Each biome pulls the horde towards its types: a stage's new species are 3x likelier to have a local type (more Grass and Bug in the forest, more Rock and Ground in the cave), without leaving the others out.
The weather changes a few times per run and applies to everyone: your moves and the enemies' attacks alike. Each biome has its own likely weather, and the weather icon shows next to the clock.
| From | Biome | Horde types | Weather (most to least common) |
|---|---|---|---|
| 0:00 | Route 1 | NormalFlyingBugGrass | Clear skies, Harsh sunlight, Rain |
| 3:00 | Viridian Forest | GrassBugPoison | Rain, Clear skies, Fog, Harsh sunlight |
| 6:00 | Mt. Moon | RockGroundFightingPoison | Sandstorm, Clear skies, Fog |
| 9:00 | Mt. Silver | IceWaterFlying | Snow, Clear skies, Fog |
| 12:00 | Lavender Tower | GhostPsychicDarkPoison | Fog, Clear skies, Rain |
Weather
| Weather | Effect |
|---|---|
| Harsh sunlight | Fire moves ×1.5; Water moves ×0.75 |
| Rain | Fire moves ×0.75; Water moves ×1.5 |
| Sandstorm | every 2.5s, enemies lose 4% of their max HP (bosses 0.5%) and you lose 1.2%, but never below 30% HP. Rock, Ground and Steel types are immune |
| Snow | every 2.5s, enemies lose 4% of their max HP (bosses 0.5%) and you lose 1.2%, but never below 30% HP. Ice types are immune |
| Fog | short sight: you only see clearly close to your Pokémon |
The wild horde
The horde has 415 wild species from all 9 generations, and every run draws its own cast: about 18 species, only a few new ones per stage, so you can tell who is coming.
Each species sits in a tier set by its base stat total. The first stages draw from tier 1 (weak basic Pokémon) and the end of the run from tiers 4 and 5 (evolved Pokémon). Swarms take a flying Pokémon of their tier, and rings a Pokémon of their tier you have already met this run.
In-game stats come from the base stats: HP from the tier and the bulk (HP, Defense and Special Defense), damage from the tier and the best attacking stat, speed from base Speed, EXP from HP, and knockback resistance from HP and Defense (flying and ghost types are lighter).
Once the horde passes 90% of the stage's cap, new arrivals come in as elites (up to 30% of the cap), with a red outline: 1.6x HP and EXP and 1.25x damage. Keeping the screen clear keeps it from turning into a horde of elites. No elites spawn during the Mewtwo fight.
From 1:00, one of each stage's new species runs: 1.6x faster (never faster than you without bonuses), with 70% of the HP, speed lines, and it aims where you're going to be, up to 1s ahead. Running in circles won't shake it.
Tiers
| Tier | Base stat total | Species | Examples |
|---|---|---|---|
| Tier 1 | up to 269 | 58 | |
| Tier 2 | 270 to 329 | 82 | |
| Tier 3 | 330 to 399 | 71 | |
| Tier 4 | 400 to 469 | 93 | |
| Tier 5 | 470 or more | 111 |
Tiers by stage
| Time | Cast tiers |
|---|---|
| 0:00–1:00 | 3 from tier 1 (3 new) |
| 1:00–2:00 | 3 from tier 1 and 1 from tier 2 (2 new) |
| 2:00–3:00 | 1 from tier 1 and 3 from tier 2 (2 new) |
| 3:00–5:00 | 1 from tier 1, 3 from tier 2 and 1 from tier 3 (2 new) |
| 5:00–7:00 | 1 from tier 2 and 4 from tier 3 (3 new) |
| 7:00–10:00 | 2 from tier 3 and 2 from tier 4 (2 new) |
| 10:00–13:00 | 1 from tier 3, 3 from tier 4 and 1 from tier 5 (2 new) |
| 13:00–15:00 | 2 from tier 4 and 2 from tier 5 (2 new) |
Levels and moves
Fainted Pokémon drop Exp. Candies. Walk near them to collect them (the Dowsing Machine widens the reach).
On every level up, pick 1 of 3 offers: a new move from your Pokémon's learnset, a move upgrade, a new held item or another item level. You can hold up to 6 moves and 6 items. Moves go up to Lv 8.
Type items (Charcoal, Mystic Water…) only show up if your Pokémon learns moves of that type. When there is nothing left to offer, you get an Oran Berry (+40 HP).
Reroll (draw new offers) and Skip (pass on a level up without picking anything, handy when no offer fits) are charges bought in the Kecleon Shop.
A run starts with a draft: with the clock stopped, you pick your 2nd move out of 3 from your Pokémon’s list.
Every base move splits into two paths at Lv 4 and Lv 7: the card says "2 paths" and, once picked, opens into both. Each path changes how the move plays (bouncing, exploding, leaving a trail, echoing…), not just its numbers.
Every card rolls a rarity: a rare one (10% chance, blue frame) gives 2 levels at once, and a shiny one (1 in 64, twice as often with the Shiny Charm) is a free pick, followed by another.
Forget takes an offer out of the run: the card flies off, the slot is rerolled and that move, item or duo move never comes back. Charges come from the Kecleon Shop’s Escape Rope, every boss beaten and every evolution.
The move list grows with your Pokémon: each evolution unlocks new moves (a toast shows which), and they show up more often for the next 3 level ups. There are more moves than slots, so every run leaves some out.
Beaten bosses drop a TM with a move from outside the learnset, the Move Tutor teaches moves that suit your type, and clearing a rift offers the legendary’s own move (one per run). With every slot full, learning one asks you to forget a move.
Your Pokémon evolves at Lv 12 and Lv 28, just like on the handhelds. Each evolution adds HP and stats, and the final one powers up the special attack.
At its first evolution (Lv 12 for Smeargle, which never evolves), your Pokémon awakens an Ability: pick 1 of 3 (the third is the Hidden Ability), and it lasts the whole run. Eevee, Snorunt, Scyther, Charcadet, Kirlia and Poliwhirl can evolve into more than one form, each with its own type, special, moves and Abilities. The paths that need an item in the official games need it here too (Gallade and Froslass the Dawn Stone, Politoed the King's Rock, Scizor the Metal Coat, Kleavor the Black Augurite, Armarouge and Ceruledge their armors, Espeon, Umbreon, Leafeon, Glaceon and Sylveon their stones): bought at the Kecleon Shop, it's yours for good; dropped by a boss, it lasts until the run ends. Without items, Eevee becomes Vaporeon, Jolteon or Flareon, drawn at random, and with items you choose; Scyther and Charcadet without an item don't evolve, but get 15% stronger. Some single-line evolutions need an item too: Porygon2 the Up-Grade, Porygon-Z the Dubious Disc and Exeggutor the Leaf Stone; without it, the form before stays, 15% stronger.
Held items
| Item | Effect per level | Levels |
|---|---|---|
| Muscle Band | +10% damage to all moves. | 5 |
| Quick Claw | Moves cool down 8% faster. | 5 |
| Wide Lens | +10% move area. | 5 |
| Light Clay | Effects last 12% longer. | 5 |
| Loaded Dice | +1 projectile for multi-hit moves. | 2 |
| Leftovers | Restores 0.3 HP per second. | 5 |
| Choice Scarf | +8% movement speed. | 5 |
| Lucky Egg | +10% EXP gained. | 5 |
| Dowsing Machine | Pulls in Exp. Candies from farther away. | 5 |
| King's Rock | +6% chance to inflict status (burn, poison, paralysis). | 5 |
| Toxic Orb | Burn and poison deal +20% damage. | 5 |
| Assault Vest | +20 max HP and +1 defense (1 less from every hit, up to half of it). | 3 |
| Metronome | At the end of every jump or dash (and when other specials go off), fires 1 of your moves from there. 2 at max level, but in a chain the second only on the last jump. | 2 |
| Power Herb | Each foe the special defeats (or any defeated mid-chain) cuts 0.25 s off its cooldown. | 3 |
| Charcoal | +10% damage to Fire-type moves. | 3 |
| Mystic Water | +10% damage to Water-type moves. | 3 |
| Miracle Seed | +10% damage to Grass-type moves. | 3 |
| Silk Scarf | +10% damage to Normal-type moves. | 3 |
| Magnet | +10% damage to Electric-type moves. | 3 |
| Poison Barb | +10% damage to Poison-type moves. | 3 |
| Sharp Beak | +10% damage to Flying-type moves. | 3 |
| Never-Melt Ice | +10% damage to Ice-type moves. | 3 |
| Hard Stone | +10% damage to Rock-type moves. | 3 |
| Silver Powder | +10% damage to Bug-type moves. | 3 |
| Dragon Fang | +10% damage to Dragon-type moves. | 3 |
| Black Belt | +10% damage to Fighting-type moves. | 3 |
| Metal Coat | +10% damage to Steel-type moves. | 3 |
| Spell Tag | +10% damage to Ghost-type moves. | 3 |
| Black Glasses | +10% damage to Dark-type moves. | 3 |
| Twisted Spoon | +10% damage to Psychic-type moves. | 3 |
| Soft Sand | +10% damage to Ground-type moves. | 3 |
| Fairy Feather | +10% damage to Fairy-type moves. | 3 |
Move evolutions
Just like in Vampire Survivors: max out a move and hold its paired item. On your next level up (or the next Poké Ball), the evolution shows up as an offer and replaces the move in the same slot.
One item can evolve more than one move: Charcoal works for both Ember and Fire Spin, for example.
| Move (max level) | Item | Evolution |
|---|---|---|
| Ember (Lv 8) | Charcoal | Flamethrower Fire A steady jet of fire at the nearest foe; where it ends, the ground catches fire. May burn. |
| Fire Spin (Lv 8) | Charcoal | Fire Blast Fire Hurls fireballs that burst into a five-pointed star of fire, which keeps burning on the ground. |
| Water Gun (Lv 8) | Mystic Water | Hydro Pump Water Twin high-pressure water jets the way you walk: they cut through everything and end in a splash that sends foes flying. |
| Whirlpool (Lv 8) | Mystic Water | Surf Water Giant waves roll out from you, the first the way you walk, sweeping, pushing and slowing everything in their path. |
| Razor Leaf (Lv 8) | Miracle Seed | Leaf Storm Grass Two spiral arms of leaves whirl around you and widen into a storm that cuts whatever they cross. |
| Vine Whip (Lv 8) | Miracle Seed | Power Whip Grass Huge thorny vines spin around you, each sweeping half a circle and sending foes flying. |
| Swift (Lv 8) | Silk Scarf | Tri Attack Normal A prism spins over you and fires fire, ice and lightning beams at the nearest foes: they burn, chill and paralyze. |
| Thunder (Lv 8) | Magnet | Wildbolt Storm Electric A storm cloud rains bolts all over the screen, and each bolt forks into two foes nearby. May paralyze. |
| Sludge Bomb (Lv 8) | Poison Barb | Gunk Shot Poison Hurls heaps of garbage that land with a thud and splatter into toxic puddles. Often poisons. |
| Gust (Lv 8) | Sharp Beak | Hurricane Flying Tornadoes spin around you, sucking in nearby foes and flinging them away. |
| Quick Attack (Lv 8) | Silk Scarf | Extreme Speed Normal Press Shift or the lunge button: a lightning-fast lunge that cuts through the horde and ends in a shockwave. |
| Shock Wave (Lv 8) | Magnet | Thunderbolt Electric A bolt strikes the nearest foe from the sky and the current forks from foe to foe. May paralyze. |
| Toxic Spikes (Lv 8) | Poison Barb | Barb Barrage Poison Flings poison barbs every way; they turn into mines that blow up and leave a toxic cloud. |
| Will-O-Wisp (Lv 8) | Charcoal | Inferno Fire Lights a bonfire at your feet, ringed by fire, that shoots blasts at foes. Often burns. |
| Ice Shard (Lv 8) | Never-Melt Ice | Blizzard Ice A blizzard whirls around you as icicles crash down on foes, staying stuck in the ground to slow whoever walks by. |
| Rock Tomb (Lv 8) | Hard Stone | Stone Edge Rock Rows of stone pillars burst from the ground towards the nearest foes. |
| Pin Missile (Lv 8) | Silver Powder | Megahorn Bug Huge horns drill through the horde and come back like boomerangs, hitting on the way out and back. May poison. |
| Dragon Breath (Lv 8) | Dragon Fang | Outrage Dragon Draconic rage: ever wider fire breaths at the nearest foe, ending in a roar that blasts everyone around away. |
| Crunch (Lv 8) | Black Glasses | Jaw Lock Dark A shadow maw rises under the nearest foes and bites three times, holding them in place. Hits ×1.6 on foes under half HP. |
| Mach Punch (Lv 8) | Black Belt | Superpower Fighting A colossal blow hurls the foes in front into the horde (thrown foes hurt whoever they hit), followed by a barrage of punches. |
| Earthquake (Lv 8) | Soft Sand | Fissure Ground The ground splits in cracks running out from you that drag foes into the chasm. Anyone left under 20% HP falls in for good. |
| Psyshock (Lv 8) | Twisted Spoon | Extrasensory Psychic Psychic eyes open over the foes and drag the crowd into their center before bursting. May confuse: confused foes bump into and hurt each other. |
| Flash Cannon (Lv 8) | Metal Coat | Steel Beam Steel A thick steel beam fires at the nearest foe and slowly sweeps its line, hitting everything on it again and again. |
| Hex (Lv 8) | Spell Tag | Infernal Parade Ghost A parade of ghost flames wanders around you, burning. Deals ×1.7 damage to foes with a status condition. |
| Spirit Shackle (Lv 8) | Spell Tag | Phantom Force Ghost A volley of arrows vanishes into the sky and plunges onto the nearest foes, shackling them in place. |
| Disarming Voice (Lv 8) | Fairy Feather | Alluring Voice Fairy Heart-shaped waves of song spread from you, one after another, and may confuse the foes they reach. |
| Water Shuriken (Lv 8) | Quick Claw | Aqua Cutter Water Giant water shurikens fly at the foes and spin back to you, cutting on the way out and back. |
| Razor Shell (Lv 8) | King's Rock | Liquidation Water Crashing waves surge forward and back, bowling foes over and lowering their defense (mark: they take more damage). |
| Pyro Ball (Lv 8) | Muscle Band | Searing Shot Fire Lobs white-hot fireballs that explode on foes and spray a ring of embers. Burns often. |
| Torch Song (Lv 8) | Metronome | Burning Jealousy Fire A song of envy rings out and pillars of fire burst under the toughest foes on screen. Deals ×1.5 to elites and bosses, and burns. |
| Drum Beating (Lv 8) | Leftovers | Giga Drain Grass Vines latch onto the nearest foes and drain their energy, healing you. If the target faints, the vine jumps to the next one. |
| Leaf Blade (Lv 8) | Wide Lens | Trailblaze Grass Giant leaf blades sweep almost a full circle around you, from far out. |
| Flame Wheel (Lv 8) | Light Clay | Raging Fury Fire You rampage wreathed in fire: the cloak burns whoever touches it while you walk, your trail becomes a burning road, and every few steps the fury bursts in a nova of flame. Standing still, it only smoulders. May burn. |
| Solar Beam (Lv 8) | Power Herb | Seed Flare Grass A small sun swells over you and bursts into rays that sweep the whole circle; where they end, seeds of light bloom in blasts. In harsh sunlight the rays sweep around twice. |
| Brine (Lv 8) | Loaded Dice | Water Spout Water A geyser bursts from you and rains heavy drops on the most hurt foes in view. The more HP you have, the harder it rains; foes under 50% HP take double. |
| Electro Ball (Lv 8) | Choice Scarf | Electro Drift Electric Electric orbs drift out from you in a widening spiral, joined by lightning that hurts whoever stands between them. The faster you are, the bigger and stronger they get. May paralyze. |
| Venoshock (Lv 8) | Toxic Orb | Sludge Wave Poison Waves of sludge roll out from you one after another and may poison. Foes already poisoned take double and burst in a toxic geyser that poisons the ones nearby. |
| Self-Destruct (Lv 8) | Assault Vest | Explosion Normal Manual: costs a fifth of your current HP for a colossal blast, and you are safe inside it. Every foe it knocks out explodes too, and those blasts can knock out more. |
| Roost (Lv 8) | Leftovers | Oblivion Wing Flying Crimson wings unfold behind you and fire beams at the nearest foes, draining half the damage as HP. Stand still for a moment for twice the beams. |
| Focus Punch (Lv 8) | Black Belt | Sky Uppercut Fighting Charges like Focus Punch (getting hit resets it), but the punch comes from below: a colossal fist bursts out of the ground under the toughest foes in view, bosses first, with a shockwave around it. |
| Gyro Ball (Lv 8) | Metal Coat | Gear Grind Steel Giant gears roll out at the nearest foes, grinding through everything in their way, and roll back to you. Like Gyro Ball, they hit harder the slower you move. |
| Sucker Punch (Lv 8) | Black Glasses | Kowtow Cleave Dark Like Sucker Punch, it watches the ground around you: a foe that steps in gets a blade cleave swept through the whole arc toward it. Never misses: it goes through wards. |
| Future Sight (Lv 8) | Twisted Spoon | Hyperspace Hole Psychic Rings open in space over the densest groups in view and drag the foes around them inside; then each one collapses in a burst. |
| Bonemerang (Lv 8) | Soft Sand | Thousand Arrows Ground A volley of arrows rises from the ground around you and rains on the farthest foes in reach. It brings flyers down: flying foes take double. |
| Stealth Rock (Lv 8) | Hard Stone | Stone Axe Rock A great stone axe chops down on the nearest foe and the impact scatters floating splinters around it, Stealth Rock style: they hurt every foe that walks into them. |
| U-turn (Lv 8) | Quick Claw | First Impression Bug Manual: a zigzag of dashes, each one through the next nearest foe, untouchable throughout, ending in a burst where you land. |
| Dragon Tail (Lv 8) | Dragon Fang | Breaking Swipe Dragon Your tail swipes more than a full turn around you: every foe in reach is hit, weakened (it hurts less on contact) and flung away, hurting the ones it crashes into. |
| Sheer Cold (Lv 8) | Never-Melt Ice | Glacial Lance Ice Colossal lances of ice pierce the horde in a straight line: they shatter regular foes under 25% HP at once and may freeze the rest; at the end of their flight, they burst into frost. |
Signature, TM, legendary and duo moves don’t evolve: they are already a final move and grow along their own paths.
Duo moves
Take two moves to max level (or evolve them) and, if their types make one of the recipes below, a golden card offers to fuse them into a duo move: it takes the first one’s slot, frees the second’s and grows up to Lv 5. The two moves it used never come back. Don’t want the fusion? Forget takes the card away, and that recipe won’t come back this run.
Recipes go by type, so they work with any Pokémon. A run fits only 1 duo move, and the Poké Ball never fuses moves on its own.
| Types | Duo move |
|---|---|
| Fire + Grass | Fire Pledge Fire Pillars of fire burst in a ring around you and the ground inside becomes a sea of fire that burns whoever stays in it. |
| Water + Fire | Water Pledge Water Geysers burst under the crowds and a rainbow appears: while it shines, your moves get +25% status chance. |
| Grass + Water | Grass Pledge Grass A swamp spreads around you and walks with you, bogging down every foe in it, while vine pillars burst under the ones it holds. |
| Fire + Electric | Fusion Flare Fire A white-hot comet falls on the biggest crowd, explodes and leaves the ground smoldering. Burns. Fusion Bolt Electric A comet of lightning falls on the biggest crowd, explodes and leaves the ground crackling. Paralyzes. |
| Electric + Water | Ion Deluge Electric Puddles land under foes and conduct: all of them zap whoever stands in them at once, with arcs between them. In rain, +1 puddle. |
| Ice + Water | Freeze-Dry Ice A freezing mist rolls out around you and freezes foes (the next hit deals double and breaks the ice). ×1.4 on frozen foes. |
| Ghost + Poison | Nightmare Ghost A chaining Hex that poisons, and a skull that bites each target again right after: ×2 on afflicted foes and ×1.5 more if poisoned. |
Cursed items
From 1.5 min on, a locked chest has a 50% chance to hide a cursed item: very strong, but with a price. You choose to take it or leave it. It takes no item slot, stays until the run ends, and you can hold up to 2.
| Item | Upside | Price |
|---|---|---|
| Life Orb | +30% damage. | Every move cast costs 1% HP (at most once a second; stops at 1 HP). |
| Choice Band | +40% damage. | You learn no new moves: you only upgrade the ones you have. |
| Flame Orb | +25% damage and +10% status chance. | You are burned: lose 0.7% HP per second (stops at 1 HP). |
| Iron Ball | +30% damage and +1 defense. | Heavy: −13 speed. |
Special attack
Besides the automatic moves, every Pokémon has a manual special attack: press Space, the A / ✕ gamepad button or the round button on screen. It charges for a moment (you move slower) and then fires: some aim the way you are walking, others hit all around you or fall from the sky on the nearest foes. Quick Attack and Extreme Speed are manual too, since they move you: press Shift, X / □ or the lunge button to lunge at the foe ahead.
Each of the 18 types has its own special, and your Pokémon uses its first type's. Its cooldown shrinks with the Cooldown stat, down to 4s. At the final evolution it becomes the stronger version, with more damage and area.
Some agile lines trade their type special for a chain dash: the Pokémon slashes through to the nearest foe and, on a hit, has half a second to press again and jump to the next one, up to its jump limit. The cooldown only starts when the chain ends. Aegislash trades its special for Stance Change instead: it swaps between Shield Forme, which takes less damage, and Blade Forme, which hits harder.
| Type | Special → final evolution | Cooldown | Used by |
|---|---|---|---|
| Normal | Hyper Voice → Boomburst A shockwave all around you that pushes everything back. | 9s | |
| Fire | Flare Blitz → Blast Burn A flaming charge that leaves a trail of fire. | 10s | |
| Water | Hydro Pump → Hydro Cannon A focused blast in the direction you move. | 12s | |
| Grass | Grass Knot → Frenzy Plant Rings of roots burst from the ground and slow foes. | 11s | |
| Electric | Thunderbolt → Bolt Strike Lightning strikes the nearest foes and may paralyze them. | 9s | |
| Poison | Toxic Spikes → Malignant Chain You run a little faster and leave a poison trail behind. | 11s | |
| Flying | Air Cutter → Aeroblast A wall of wind that sweeps the way you move and pushes foes back. | 9s | |
| Bug | Pin Missile → Attack Order A ring of stingers fired every way that may poison. | 9s | |
| Rock | Rock Slide → Diamond Storm A rockfall around you that hits hard and pushes back. | 10s | |
| Ground | Bulldoze → Precipice Blades A wall of stone blades that sweeps the way you move and slows foes. | 10s | |
| Ghost | Shadow Ball → Astral Barrage A ring of shadow balls fired every way that may paralyze. | 9s | |
| Fighting | Vacuum Wave → Aura Sphere A ring of energy spheres fired every way. | 9s | |
| Psychic | Psychic → Expanding Force Psychic waves all around you that push and slow foes. | 9s | |
| Ice | Icicle Crash → Blizzard Icicles rain down around you and slow foes. | 10s | |
| Steel | Magnet Bomb → Doom Desire Columns of steel light crash on the nearest foes: few, but heavy. | 10s | |
| Dark | Dark Pulse → Night Daze Waves of darkness all around you that push and may put foes to sleep. | 9s | |
| Fairy | Dazzling Gleam → Light of Ruin Beams of light fall on the nearest foes and may put them to sleep. | 9s | |
| Dragon | Dragon Pulse → Draco Meteor A meteor shower around you that may burn. | 11s | |
| Grass | Leaf Blade → Solar Blade Slashes through to the nearest foe. Press again right after a hit to jump to the next one. | 8s | |
| Fighting | Force Palm → Close Combat Strikes through to the nearest foe. Press again right after a hit to jump to the next one. | 8s | |
| Dragon | Dual Chop → Dragon Rush Rushes like a dragon into the nearest foe. Press again right after a hit to jump to the next one. | 8s | |
| Flying | Aerial Ace → Brave Bird Dives into the nearest foe. Press again right after a hit to jump to the next one. | 8s | |
| Steel | Smart Strike → Iron Head Lunges blade first into the nearest foe. Press again right after a hit to jump to the next one. | 8s | |
| Steel | Stance Change Swaps between Shield Forme (−30% damage taken, moves ×0.7) and Blade Forme (moves ×1.3, +10% damage taken). | 2s | |
| Psychic | Forme Change Cycles Normal, Attack (moves ×1.35, +25% damage taken), Defense (−40% damage taken, moves ×0.75) and Speed Forme (+35% speed). | 2s | No playable Pokémon yet |
| Dragon | Dragon Flare A long dash in blue dragon flames, with a fire trail and a blast at the end. | 8s | |
| Psychic | Psystrike Three huge psychic waves around you that push and slow. | 7s | |
| Ghost | Poltergeist A ring of 24 shadow shots in every direction that may paralyze. | 7s | |
| Fairy | Moonblast Twelve moonbeams strike the nearest foes and may put them to sleep. | 7s | |
| Fighting | Aura Sphere A chain dash of up to 6 jumps; every landing bursts a ring of Aura Spheres. | 7s | |
| Rock | Stone Edge A heavy rain of stone blades around you. | 8s | |
| Grass | Petal Blizzard Three waves of petals around you that slow foes down. | 7s | |
| Fire | Heat Wave Two huge heat waves around you that may burn. | 7s | |
| Water | Water Pulse Four water pulses around you that may slow foes down. | 7s | |
| Electric | Volt Tackle Electric chain dash of up to 6 jumps; every landing bursts a ring of bolts. | 7s | |
| Electric | Rising Voltage Fourteen bolts strike the nearest foes and may paralyze. | 7s | |
| Flying | Hurricane A huge wall of wind that sweeps the way you walk. | 7s | |
| Grass | Solar Beam Twelve sunbeams strike the nearest foes. | 7s | |
| Water | Wave Crash Chain dash of up to 6 jumps, wrapped in water. | 7s | |
| Dragon | Dragon Claw Chain dash of up to 6 jumps; every landing bursts a ring of draconic energy. | 7s | |
| Fire | Blaze Kick Flaming chain dash of up to 6 jumps that may burn. | 7s | |
| Water | Muddy Water Three waves of mud around you that slow foes down. | 7s | |
| Steel | Meteor Mash A heavy rain of steel meteors around you. | 7s | |
| Flying | Sky Attack Chain dash of up to 6 jumps; every landing bursts a ring of wind blades. | 7s | |
| Ground | Earth Power Three waves of earth around you that slow foes down. | 7s | |
| Dragon | Scale Shot A ring of 24 scales fired every way. | 7s | |
| Fighting | Focus Blast Ten energy spheres strike the nearest foes. | 7s | |
| Fire | Heat Crash Eight flaming impacts strike the nearest foes and may burn. | 7s | |
| Grass | Spiky Shield Two waves of spikes around you that push everything back. | 7s | |
| Fire | Mystical Fire Three waves of mystical fire around you that may burn. | 7s | |
| Dark | Night Slash Chain dash of up to 6 jumps; every landing bursts a ring of dark waves. | 7s | |
| Flying | Air Slash A ring of 24 air blades fired all around. | 7s | |
| Water | Waterfall A huge wall of water sweeping the way you walk. | 7s | |
| Electric | Zap Cannon Three huge electric waves around you that nearly always paralyze. | 7s | |
| Steel | Bullet Punch Chain dash of up to 6 jumps on a short cooldown; every landing bursts a ring of steel shards. | 6s | |
| Dark | Fiery Wrath A heavy rain of dark flames around you that may burn. | 7s | |
| Steel | Heavy Slam Eight huge steel impacts crash on the nearest foes. | 7s | |
| Electric | Wild Charge You run faster and leave a trail of sparks that may paralyze. | 9s | |
| Fairy | Hyper Voice Three waves of charmed sound around you that may put foes to sleep. | 7s | |
| Ghost | Phantom Force Chain dash of up to 6 jumps; every landing bursts a ring of shadows. | 7s | |
| Ice | Sheer Cold Three waves of absolute cold around you that slow foes hard. | 7s | |
| Flying | Double-Edge Twelve dive-bombs crash on the nearest foes. | 7s |
Types and status
Damage uses the real type chart, softened so no build is ever useless: super effective deals 1.5x, doubly super effective 2x, not very effective 0.75x, and immunities become 0.5x. Yellow numbers with "!" mean super effective.
Some moves inflict status conditions. Chance and power grow with upgrades and items.
| Status | Inflicted by | Effect |
|---|---|---|
| Burn | Eruption, Flame Charge, Ember, Fire Spin, Will-O-Wisp, Dragon Breath, Flame Wheel, Flamethrower, Fire Blast, Tri Attack, Inferno, Outrage, Infernal Parade, Searing Shot, Burning Jealousy, Fiery Dance, Bitter Blade, Fire Fang, Heat Wave, Lava Plume, Raging Fury, Fire Pledge, Fusion Flare, Sacred Fire, Scorching Sands, Overheat, Burning Bulwark | Damage over time. Burned enemies deal only 50% contact damage. |
| Poison | Razor Leaf, Vine Whip, Sludge Bomb, Toxic Spikes, Pin Missile, Venoshock, Gunk Shot, Barb Barrage, Megahorn, Sludge Wave, Cross Poison, Nightmare | Damage over time that stacks up to 5x. |
| Paralysis | Thunder, Force Palm, Body Slam, Shock Wave, Electro Ball, Wildbolt Storm, Thunderbolt, Overdrive, Discharge, Thunder Fang, Thunder Wave, Electro Drift, Zap Cannon, Wild Charge, Fusion Bolt, Ion Deluge, Electric Terrain, Thunderclap | Freezes the enemy for a moment, then it stutters now and then. Lasts 35% as long on bosses. |
| Slow | Leaf Tornado, Whirlpool, Sand Tomb, Ice Ball, Spirit Shackle, Drum Beating, Ice Shard, Rock Tomb, Sheer Cold, Surf, Blizzard, Jaw Lock, Phantom Force, Giga Drain, Bulldoze, Frost Breath, Avalanche, Icy Wind, Bubble Beam, Cotton Spore, Grass Pledge | Slows down anything close. Lasts 50% as long on bosses. |
| Sleep | Dream Eater, Zen Headbutt, Yawn, Iron Head, Spore, Waterfall, Dark Void | Enemies on screen fall asleep for 6s. Lasts 35% as long on bosses. |
| Freeze | Ice Beam, Glacial Lance, Freeze-Dry, Roar of Time, Snowscape, Glaciate | Freezes the enemy in place. The next hit deals 2x damage and breaks the ice. Lasts 25% as long on bosses. |
| Mark | Double Kick, Razor Shell, Liquidation, Luster Purge | A marked enemy takes more damage from every hit, stacking up to 3x. |
| Confusion | Psybeam, Dynamic Punch, Extrasensory, Alluring Voice | The enemy wanders aimlessly and hurts the enemies it bumps into. Bosses are immune. |
| Seed | Leech Seed | Damage over time that heals you for 50% of it. When the enemy faints, the seed jumps to 2 neighbors. |
| Weakened | Mud Shot, Moonblast, Aurora Beam, Breaking Swipe, Play Rough, Mist Ball | Mud in the eyes: the enemy deals less contact damage. On bosses it lasts 50% as long. |
King's Rock raises the status chance, Toxic Orb raises burn and poison damage, and Light Clay makes statuses last longer.
Bosses
Bosses arrive at fixed times. Legendaries make an entrance with a screen flash, their cry and a banner. All of them get an HP bar at the top and their own attacks: marked circles on the ground show where a hit will land, so step out of them.
Each boss switches between two ways of fighting every 4 to 9 seconds: up close, it rushes in and slams the area around itself; at range, it stops a few steps away and aims at you. Under 50% HP it enrages (red outline, cry and a screen flash): 15% faster, 20% less time between attacks and, 35% of the time, a second attack right after the first.
Standing still doesn't work: every boss aims where you stand or along the path you're taking, and running far away earns you a leap or an aimed volley. Enraging also unlocks a new attack. On Hard bosses attack 8% more often, with 15% more projectiles and slightly shorter warnings, and chain 50% of the time when enraged; on Nightmare, 16% more often, 25% more projectiles, 65% chains and one extra attack each. The legendaries on the map (the trio, the mythical, Mewtwo and Arceus) fight in three phases, ticked on the HP bar: each phase brings a new way to move (flying with a shadow, charges, teleports, cages) and the last one an ultimate with a marked safe spot (shelters, the gap between lances, a ring's way out, far from or right next to the boss). From Hard up, Mewtwo's last phase also leaps and fires wide volleys.
Bosses don't get tougher over time, and each one drops a Poké Ball and a shower of Poké Dollars.
For each boss's first 60s, while it's nearby, only 30% of the regular enemies spawn, so the fight is with it; then the horde comes back. Each boss has until the next one arrives: if it's still standing when the next boss shows up, it flees and leaves nothing behind. Mewtwo is the last one: it blasts the horde away when it arrives and, while it stands, only 20% of the regular enemies spawn, so the fight is about dodging its attacks.
At 7:00, 9:30 and 12:00 come the three members of a legendary trio, drawn at the start of each run: Kanto birds (Articuno, Zapdos, Moltres), Johto beasts (Raikou, Entei, Suicune) and Hoenn Regis (Regirock, Regice, Registeel). HP, contact damage and speed belong to the time slot, not the Pokémon, so no draw is easier than another; what changes is the attacks.
At the end, with a 10% chance, a mythical Pokémon joins Mewtwo: Mew, Celebi or Jirachi, also drawn per run.
| Time | Boss | HP | Attacks |
|---|---|---|---|
| 2:30 | 1,100 |
| |
| 5:00 | 2,800 |
| |
| 7:00 | 5,200 |
| |
| 7:00 | 5,200 |
| |
| 7:00 | 5,200 |
| |
| 9:30 | 8,000 |
| |
| 9:30 | 8,000 |
| |
| 9:30 | 8,000 |
| |
| 12:00 | 11,500 |
| |
| 12:00 | 11,500 |
| |
| 12:00 | 11,500 |
| |
| 15:00 (3.3%) | 9,000 |
| |
| 15:00 (3.3%) | 9,000 |
| |
| 15:00 (3.3%) | 9,000 |
| |
| 15:00 | 22,000 |
|
Special enemies
Some wild Pokémon do more than chase: they heal, shield and call in the horde, or attack from afar. They are seasoning, never the bulk: from 1:00 on, each stage brings at most one species with a behavior, it shows up less than the rest and there are never more than 6 alive at once. Keep an eye out.
Every one of their attacks warns you first: a "!" over the head, a red circle, a line or a shadow on the ground that blinks faster as the hit gets close. The first time each one shows up in a run, a message explains what it does.
| Pokémon | Behavior | What it does |
|---|---|---|
| Kamikaze | Walks up, stops, blinks red and explodes after 1.1s. The blast deals 2.5x its contact damage to you and takes 60% of the HP of enemies in the circle. Get out of the red circle, or lure it into the horde: the blast hurts enemies too. | |
| Shield | Every 5s, wraps nearby allies in a shield that soaks damage equal to 40% of their max HP, for 6s. Blue numbers are absorbed damage. Take out the shielder or wait for the shield to blink and fade. | |
| Beam | Stops, draws the beam's line on the ground for 0.8s and fires: 1.6x its contact damage. The aim locks when the line shows up: one step aside is enough. | |
| Leaper | Leaps over the horde to where you stood. The shadow on the ground marks the landing 1.2s ahead, and the impact deals 1.5x its contact damage. Get off the shadow before it lands. | |
| Kamikaze | Walks up, stops, blinks red and explodes after 1.1s. The blast deals 2.5x its contact damage to you and takes 60% of the HP of enemies in the circle. Get out of the red circle, or lure it into the horde: the blast hurts enemies too. | |
| Kamikaze | Walks up, stops, blinks red and explodes after 1.1s. The blast deals 2.5x its contact damage to you and takes 60% of the HP of enemies in the circle. Get out of the red circle, or lure it into the horde: the blast hurts enemies too. | |
| Beam | Stops, draws the beam's line on the ground for 0.8s and fires: 1.6x its contact damage. The aim locks when the line shows up: one step aside is enough. | |
| Healer | Every 4s, a green pulse heals 25% of the max HP of wounded allies nearby. Take it down first, or the horde keeps topping up. | |
| Leaper | Leaps over the horde to where you stood. The shadow on the ground marks the landing 1.2s ahead, and the impact deals 1.5x its contact damage. Get off the shadow before it lands. | |
| Shield | Every 5s, wraps nearby allies in a shield that soaks damage equal to 40% of their max HP, for 6s. Blue numbers are absorbed damage. Take out the shielder or wait for the shield to blink and fade. | |
| Summoner | Every 6s it calls in 2 reinforcements (Nidoran♀ and Nidoran♂), up to 4 at once. The reinforcements stop once she falls. |
Legendary rifts and endless mode
Every run has 2 legendary rifts: one around 4:00 and another around 10:20. Each one starts with an omen: the legendary's weather takes over the sky (pouring rain, harsh sun, a gale, a storm, a rainbow, a meteor shower, time stumbling) and a huge tear opens in the air off screen, with a purple arrow on the edge pointing at it. It stays open for 40s. If a boss is alive when it's due, the rift waits up to 45s for the boss to fall, so both rifts come even when bosses take a while.
Stepping in is optional: stand inside the tear for 1s. Each legendary has its own domain (table below), and first comes the crossing: a place bigger than the screen, heading north, with the Pokémon that serve the legendary coming at you and a threat closing in from behind (the tide, a wall of lava, floors crumbling away, time coming apart) that hurts whoever lags. At the end, the way back seals, the camera travels to the legendary and it arrives with a title card and its own theme.
The battle has three phases, marked on the HP bar. Each phase transforms the arena (the cavern floods into islands, lava rises in channels, the top of the Sky Pillar falls into the sky) and builds to an ultimate, always telegraphed and with a marked safe spot: behind a rock, on an island, in the gap between beams, under Ho-Oh's wings. Standing still doesn't work: attacks land where you stand. Latias and Latios fight together, and Deoxys swaps Formes every phase. If the battle runs past about 3 minutes, the domain collapses and throws you back with no reward.
Once beaten, the legendary kneels and you throw the Poké Ball: every win counts toward catching it (see Legend Mode). Fainting inside doesn't end the run: the rift casts you back onto the map with 30% HP, no reward, and your Revive stays in the Bag. The run clock stops inside; the horde outside freezes and nothing new spawns until you come back.
The reward is worth the risk: lots of EXP, a bag of ₽ on top of the boss shower, extra Poké Balls, a Rare Candy, a Super Potion and half your HP back. In 1 of 8 rifts the legendary is shiny and pays double ₽ plus another Poké Ball.
| Legendary | Domain | Types | Base HP | Attacks |
|---|---|---|---|---|
| Whirl Islands | PsychicFlying | 3,400 |
| |
| Bell Tower | FireFlying | 3,400 |
| |
| Seafloor Cavern | Water | 3,800 |
| |
| Magma Cavern | Ground | 4,200 |
| |
| Sky Pillar | DragonFlying | 3,000 |
| |
| Spear Pillar | SteelDragon | 3,600 |
| |
| Southern Island | DragonPsychic | 3,200 |
| |
| Southern Island | DragonPsychic | 3,200 |
| |
| The Drifting Meteoroid | Psychic | 2,800 |
| |
| Endless mode | Normal | 300,000 |
|
Base HP is the first rift's, at 4:00. After that, the legendary's HP and contact damage grow with the clock: +75% HP per minute. Every rift brings a different legendary.
Endless mode
After you beat Mewtwo, the victory screen offers to keep going in endless mode. If you don't want to, you leave with the regular victory, and the bonus is paid right away.
The horde keeps growing: more enemies spawn, the on-screen cap rises and rings and swarms arrive every 40 seconds. Rifts keep opening.
At 20:00, Arceus descends to hunt you. It gets faster the longer it hunts, until nobody can outrun it, and it never loses you: wander off and it reappears at the edge of the screen. It can be beaten, but it has 300,000 HP; if it falls, it comes back 2 minutes later, stronger.
Time survived is the main score: every minute past 15:00 pays ₽60 in the bonus, and every defeated Arceus another ₽2,500.
Legend Mode
All 23 legendaries in the game can be caught and played in Legend Mode. To catch one, beat it as a boss, in any mode: every win before the catch, it breaks free of the Poké Ball and the game keeps count (Kyogre broke free… 2/3); on the win that completes it, it's caught and shows up in the Legendaries tab of the partner select. Beating a shiny one on the catching win, or on any win after, unlocks its shiny.
In Legend Mode the legendary doesn't evolve: it awakens at Lv 12 and Lv 28 (an Ability, power and a Forget charge; Kyogre and Groudon turn Primal, Rayquaza turns Mega), starts with its legendary move and an innate ability that's always on, and the horde comes tougher (Pressure), all evolved Pokémon, with no basic forms and no outbreak of the day. Latias, Latios and Mewtwo Mega Evolve with the Mega Stone and the MEGA button, like everyone else, and Deoxys's special swaps its Forme (Normal, Attack, Defense, Speed). A run lasts as long as ever, all three difficulties still apply and the mode has its own ranking, split by difficulty: on the rankings, the Standard | Legendary row switches boards.
The legendaries on the map (the run’s trio, the rare mythical beside Mewtwo, Mewtwo at the end and Arceus in endless mode) make an entrance with a title card and fight in three phases, building to an ultimate with a marked safe spot. When one falls, the capture plays right there in a quick scene; rift legendaries are caught at the end of their domain. A legendary never faces itself: the rifts, the trio and the mythical skip the one you play, and a Mewtwo takes on the Mewtwo Clone at the end.
| Legendary | Where to beat it | Wins | Innate | Legendary move |
|---|---|---|---|---|
| Legendary trio | 3 | Snow Cloak | Snowscape | |
| Legendary trio | 3 | Static | Electric Terrain | |
| Legendary trio | 3 | Flame Body | Overheat | |
| Legendary trio | 3 | Inner Focus | Thunderclap | |
| Legendary trio | 3 | Pressure | Burning Bulwark | |
| Legendary trio | 3 | Inner Focus | Aqua Ring | |
| Legendary trio | 3 | Clear Body | Rock Wrecker | |
| Legendary trio | 3 | Clear Body | Glaciate | |
| Legendary trio | 3 | Clear Body | Metal Burst | |
| Beside Mewtwo (1 in 10) | 1 | Synchronize | Ancient Power | |
| Beside Mewtwo (1 in 10) | 1 | Natural Cure | Magical Leaf | |
| Beside Mewtwo (1 in 10) | 1 | Serene Grace | Wish | |
| Final boss | 5 | Pressure | Telekinesis | |
| Legendary rift | 3 | Multiscale | Whirlwind | |
| Legendary rift | 3 | Regenerator | Sacred Fire | |
| Legendary rift | 3 | Drizzle | Origin Pulse | |
| Legendary rift | 3 | Drought | Scorching Sands | |
| Legendary rift | 3 | Air Lock | Dragon Ascent | |
| Legendary rift | 3 | Pressure | Roar of Time | |
| Legendary rift | 3 | Levitate | Mist Ball | |
| Legendary rift | 3 | Levitate | Luster Purge | |
| Legendary rift | 3 | Pressure | Psycho Boost | |
| Endless mode, last of all | 1 | Multitype | Judgment | |
| Halloween Night 2026 (event) | 2 | Bad Dreams | Dark Void |
On Halloween Night 2026 (October 24 to November 2), Darkrai comes as an event legend: it only shows up in the Nightmare rift, which can take a rift's place in a haunted run, and 2 wins catch it. It plays with Dark Void, which puts crowds to sleep, and the innate Bad Dreams, which hurts whoever sleeps near it. After the event it returns to the shadows, but whoever caught it keeps playing it. It doesn't count toward Arceus.
Difficulties in Legend Mode
Pressure stacks on every difficulty: these are Legend Mode’s multipliers.
| Level | Enemy HP | Damage you take | Spawn rate | Enemy speed | Scaling per minute | Healing |
|---|---|---|---|---|---|---|
| Normal | 1.2x | 1.05x | 1.2x | 1.08x | 1x | 1x |
| Hard | 1.82x | 1.67x | 1.56x | 1.21x | 1.12x | 1x |
| Nightmare | 2.61x | 2.5x | 1.95x | 1.34x | 1.25x | 0.5x |
Places: the cave, the graveyard and the sky
From 1:40, about every 4.17 minutes, the entrance to a place shows up off screen, with an arrow on the edge pointing at it: a cave’s mouth in a hill, a graveyard’s gate or an updraft between standing stones. It stays open for 45s and, if a boss is alive, waits up to 45s for it to fall. A run shows different places before any repeats.
Going in is optional: stand 0.6s in the doorway. Inside, the world waits, as in a rift: the horde freezes and nothing new spawns, but the run clock keeps going. Each place has its own Pokémon, which get stronger as the run goes on, and a time limit; when it runs out, you come back out the way you went in. Fainting inside doesn’t end the run: a rescue team takes you back to the door with 30% of your HP, without the reward and with your Revive kept.
Dark Cave
Dark Cave, a Mystery Dungeon: 2 floors of rooms and corridors in the dark, laid out anew on each visit, then the treasure chamber. You only see a circle of light around your Pokémon (72 px); Fire types carry a flame (104 px) and Electric types use Flash (96 px). Crystals glow in the rooms, and Pokémon out in the dark show only their eyes.
Find each floor’s stairs, which glow in the dark, and head down; items and ₽ lie on the floor. In the treasure chamber the chest is guarded by a Monster House of 6 Pokémon (one more every 2 minutes of the run): stand next to it to open it. It pays ₽, a Poké Ball, a Rare Candy and a Super Potion, with a 25% chance of an egg.
As in the games, a wind warns three times (with 40s, 20s, and 8s left) and, at 100s, blows you out of the cave.
Haunted Graveyard
Haunted Graveyard: only ghosts live there, and they rise from the graves. They float through the headstones; you don’t. Every ghost you defeat sends its spirit into the Odd Keystone in the middle of the graveyard.
With 20 spirits the keystone cracks and Spiritomb breaks out (1,100 HP at 1:30, more as the clock runs; 1 in 8 is shiny). Beating it pays ₽, a Poké Ball, a Rare Candy and a Super Potion, heals 30% of your HP and has a 25% chance of an egg. At 90s dawn breaks and the ghosts fade, Spiritomb beaten or not.
| Boss | Attacks |
|---|---|
|
Above the Clouds
Above the Clouds: only a Flying-type Pokémon can ride the updraft up, and it doesn’t even show up for those who can’t fly. Up there you fly with a tailwind (+15% speed), only flying Pokémon come and a flock crosses the sky every 9s.
Every 4s a wing drifts in on the wind and across the sky: grab it before it’s gone. Each wing raises a stat for the rest of the run. At 50s the wind calms and you glide back down.
| Wing | Effect |
|---|---|
| Health Wing | +6 max HP |
| Muscle Wing | +3% damage |
| Resist Wing | +0.5 defense |
| Swift Wing | +2 speed |
| Pretty Wing | ₽100 on the spot |
Landmarks on the map
The map has landmarks, placed from the run's seed like mountains and lakes: at most one per 3×3 stretch of the map (80% of them have one), always dressed for the biome the run is in. As you come close, a wooden sign names it in the corner of the screen.
Four of them keep a treasure: stand next to it for 0.6s to open it. Each opens once per run, and a glint marks the ones still closed. The tunnel has no treasure but it's a shortcut: stand in one of its mouths for 0.4s and you come out of the other, on the far side of the ridge, while the horde loses track of you.
Between them, bushes, fallen logs and lone rocks and trees. All of it blocks whoever walks (the horde too), but flying Pokémon, ghosts and bosses go over it.
| Landmark | What's there | Treasure |
|---|---|---|
| Abandoned Cottage | A stone cottage without its roof: walk in through the door. Windows, a fireplace, an old bed and a crate in the corner, and a well in the yard. | ₽100+, an item |
| Mine Tunnel | A long ridge with a mine mouth at each end, rails and an ore cart. | Shortcut: in one mouth, out the other |
| Hedge Maze | Tall hedges with a single way to the chest at the heart. Walkers get lost in the dead ends; you don’t have to. | ₽250+, 2 items, a 10% chance of an egg |
| Unown Ruins | Standing stones carved with Unown glyphs in a ring, an altar in the middle and fallen columns. | ₽50+, Exp. Candy (about 60% of a level) |
| Abandoned Camp | A tent, logs around a fire still burning and a forgotten backpack. | ₽50+, an item, 2 Oran Berries |
Mega Evolution
36 lines can Mega Evolve. The first rift legendary you beat with one of them leaves the line's Mega Stone with its loot. Charizard, Raichu, Gardevoir, Garchomp, and Lucario have two Megas: the legendary leaves both stones and the one you pick up decides the Mega (the other crumbles). With the stone in hand and your Pokémon at its final evolution, the MEGA button shows up (E key, or Y on a gamepad).
Press it and the Key Stone reacts: the world holds still for 1.1s while rainbow energy wraps your Pokémon, and the Mega Evolution ends in a burst that pushes back and hurts the horde around you and makes you invulnerable for a moment. The Mega form lasts 20s, gets the stats below, swaps the special for its own (ready to use right away) and turns its ability on. Then it goes back to normal and needs 60s before it can Mega Evolve again: save it for a boss, a rift or a closing ring.
| Mega | Mega Stone | Ability | Mega special |
|---|---|---|---|
| Venusaurite | Thick Fat HP +50, armor +3 and 1 HP/s regen. The special becomes Petal Blizzard. | Grass Petal Blizzard Three waves of petals around you that slow foes down. | |
| Charizardite X | Tough Claws moves +30%, speed +8 and armor +1. The special becomes Dragon Flare, a dash in blue dragon flames. | Dragon Dragon Flare A long dash in blue dragon flames, with a fire trail and a blast at the end. | |
| Charizardite Y | Drought turns the sunlight harsh (outside rifts), so Fire moves hit ×1.5; moves +25% and area +15%. The special becomes Heat Wave. | Fire Heat Wave Two huge heat waves around you that may burn. | |
| Blastoisinite | Mega Launcher +1 projectile per move, projectiles 30% faster and armor +2. The special becomes Water Pulse. | Water Water Pulse Four water pulses around you that may slow foes down. | |
| Pidgeotite | No Guard area +20%, projectiles 30% faster, speed +10 and moves +20%. The special becomes Air Slash. | Flying Air Slash A ring of 24 air blades fired all around. | |
| Raichunite X | Electric Surge foes within 70 px may get paralyzed, moves +30% and Electric moves +25%. The special becomes Volt Tackle, a chain dash that throws bolts on every landing. | Electric Volt Tackle Electric chain dash of up to 6 jumps; every landing bursts a ring of bolts. | |
| Raichunite Y | No Guard area +25%, projectiles 30% faster, cooldowns −10% and speed +8. The special becomes Rising Voltage. | Electric Rising Voltage Fourteen bolts strike the nearest foes and may paralyze. | |
| Alakazite | Trace every special also fires 2 of your moves (like Metronome), cooldowns −15% and moves +10%. The special becomes Psystrike. | Psychic Psystrike Three huge psychic waves around you that push and slow. | |
| Gengarite | Shadow Tag foes within 90 px lose 45% of their speed, moves +25% and cooldowns −10%. The special becomes Poltergeist. | Ghost Poltergeist A ring of 24 shadow shots in every direction that may paralyze. | |
| Gyaradosite | Mold Breaker moves +35%, Dark moves +30% and armor +2. The special becomes Waterfall. | Water Waterfall A huge wall of water sweeping the way you walk. | |
| Dragoninite | Multiscale takes 25% less damage, moves +25% and speed +6. The special becomes Hurricane. | Flying Hurricane A huge wall of wind that sweeps the way you walk. | |
| Mewtwonite Y | Insomnia moves +40%, cooldowns −15% and area +15%. The special becomes Psystrike. | Psychic Psystrike Three huge psychic waves around you that push and slow. | |
| Meganiumite | Mega Sol HP +40, 2 HP/s regen and Grass and Fairy moves +30%. The special becomes Solar Beam. | Grass Solar Beam Twelve sunbeams strike the nearest foes. | |
| Feraligite | Dragonize Dragon moves +35%, Water moves +20%, moves +25% and armor +1. The special becomes Wave Crash, a chain dash. | Water Wave Crash Chain dash of up to 6 jumps, wrapped in water. | |
| Ampharosite | Mold Breaker Dragon moves +35%, Electric moves +20%, moves +25% and HP +30. The special becomes Zap Cannon. | Electric Zap Cannon Three huge electric waves around you that nearly always paralyze. | |
| Scizorite | Technician moves +25%, cooldowns −15% and armor +1. The special becomes Bullet Punch, a chain dash of up to 6 jumps that bursts a ring of steel shards on every landing. | Steel Bullet Punch Chain dash of up to 6 jumps on a short cooldown; every landing bursts a ring of steel shards. | |
| Houndoominite | Solar Power moves +35%, Fire moves +20% and burns and poison 20% stronger. The special becomes Fiery Wrath. | Dark Fiery Wrath A heavy rain of dark flames around you that may burn. | |
| Tyranitarite | Sand Stream whips up a sandstorm (outside rifts) that wears the horde down and doesn't touch Tyranitar. HP +60, armor +3 and moves +20%. The special becomes Stone Edge. | Rock Stone Edge A heavy rain of stone blades around you. | |
| Sceptilite | Lightning Rod speed +12, moves +20% and Grass and Dragon moves +20%. The chain dash becomes Dragon Claw and every landing bursts a ring of draconic energy. | Dragon Dragon Claw Chain dash of up to 6 jumps; every landing bursts a ring of draconic energy. | |
| Blazikenite | Speed Boost speed +16, moves +25% and cooldowns −10%. The special becomes Blaze Kick, a chain dash that may burn. | Fire Blaze Kick Flaming chain dash of up to 6 jumps that may burn. | |
| Swampertite | Swift Swim brings the rain (outside rifts), so Water moves hit ×1.5; HP +50, moves +25% and speed +8. The special becomes Muddy Water. | Water Muddy Water Three waves of mud around you that slow foes down. | |
| Gardevoirite | Pixilate Normal and Fairy moves +30%, moves +15% and 1.5 HP/s regen. The special becomes Moonblast. | Fairy Moonblast Twelve moonbeams strike the nearest foes and may put them to sleep. | |
| Galladite | Inner Focus moves +30%, Fighting moves +25% and speed +8. The chain dash jumps up to 6 times and each landing bursts a ring of Aura Spheres. | Fighting Aura Sphere A chain dash of up to 6 jumps; every landing bursts a ring of Aura Spheres. | |
| Aggronite | Filter takes 25% less damage, armor +3 and moves +15%. The special becomes Heavy Slam. | Steel Heavy Slam Eight huge steel impacts crash on the nearest foes. | |
| Manectite | Intimidate foes within 80 px lose 30% of their speed, speed +12, moves +20% and cooldowns −5%. The special becomes Wild Charge. | Electric Wild Charge You run faster and leave a trail of sparks that may paralyze. | |
| Altarianite | Pixilate Normal and Fairy moves +30%, Dragon moves +20%, HP +30 and 1 HP/s regen. The special becomes Hyper Voice. | Fairy Hyper Voice Three waves of charmed sound around you that may put foes to sleep. | |
| Banettite | Prankster cooldowns −20%, +10% condition chance on every move and moves +15%. The special becomes Phantom Force, a chain dash that bursts a ring of shadows on every landing. | Ghost Phantom Force Chain dash of up to 6 jumps; every landing bursts a ring of shadows. | |
| Glalitite | Refrigerate Normal and Ice moves +30% and moves +25%. The special becomes Sheer Cold. | Ice Sheer Cold Three waves of absolute cold around you that slow foes hard. | |
| Salamencite | Aerilate Normal and Flying moves +30%, speed +12 and moves +25%. The special becomes Double-Edge. | Flying Double-Edge Twelve dive-bombs crash on the nearest foes. | |
| Metagrossite | Tough Claws moves +30%, armor +2 and speed +6. The special becomes Meteor Mash. | Steel Meteor Mash A heavy rain of steel meteors around you. | |
| Latiasite | Levitate takes 15% less damage, HP +30 and moves +25%. The special becomes Scale Shot. | Dragon Scale Shot A ring of 24 scales fired every way. | |
| Latiosite | Levitate moves +35%, speed +8 and projectiles 20% faster. The special becomes Dragon Claw. | Dragon Dragon Claw Chain dash of up to 6 jumps; every landing bursts a ring of draconic energy. | |
| Staraptite | Contrary moves +30% and speed +10. The chain dash becomes Sky Attack and every landing bursts a ring of wind blades. | Flying Sky Attack Chain dash of up to 6 jumps; every landing bursts a ring of wind blades. | |
| Garchompite | Sand Force moves +30%, Ground, Rock and Steel moves +30% and armor +1. The special becomes Earth Power. | Ground Earth Power Three waves of earth around you that slow foes down. | |
| Garchompite Z | Levitate speed +14, cooldowns −15% and moves +15%. The special becomes Scale Shot. | Dragon Scale Shot A ring of 24 scales fired every way. | |
| Lucarionite | Adaptability Fighting and Steel moves +35% and speed +10. The chain dash jumps up to 6 times and every landing bursts a ring of Aura Spheres. | Fighting Aura Sphere A chain dash of up to 6 jumps; every landing bursts a ring of Aura Spheres. | |
| Lucarionite Z | Aura Guard takes 20% less damage, armor +2 and Fighting and Steel moves +25%. The special becomes Focus Blast. | Fighting Focus Blast Ten energy spheres strike the nearest foes. | |
| Emboarite | Mold Breaker moves +35% and HP +40. The special becomes Heat Crash. | Fire Heat Crash Eight flaming impacts strike the nearest foes and may burn. | |
| Chesnaughtite | Bulletproof takes 30% less damage, armor +2 and HP +50. The special becomes Spiky Shield. | Grass Spiky Shield Two waves of spikes around you that push everything back. | |
| Delphoxite | Levitate cooldowns −15%, moves +20% and area +15%. The special becomes Mystical Fire. | Fire Mystical Fire Three waves of mystical fire around you that may burn. | |
| Greninjite | Protean moves +30%, speed +8 and cooldowns −10%. The special becomes Night Slash, a chain dash that bursts a ring of dark waves on every landing. | Dark Night Slash Chain dash of up to 6 jumps; every landing bursts a ring of dark waves. |
Shinies
Every regular wild Pokémon has a 1 in 450 chance to spawn shiny. It becomes an elite with 8x HP and 10x EXP, and always drops a Poké Ball and Poké Dollars. Map bosses, Mewtwo and Arceus are never shiny, but a rift's legendary has a 1 in 8 chance to be, and pays more.
Your starter has a 1 in 64 chance to be shiny, and stays shiny through every evolution of that run.
A Poké Ball (from bosses and shinies) grants a random upgrade on the spot, or a move evolution if one is ready.
A defeated shiny is yours: it shows up as caught, sparkle and all, in the in-game Pokédex (Pokédex, on the title menu). The Pokémon that comes out of an egg counts as caught too (and its evolution line as seen), and so does every form you played, the ones you evolved into included. The Pokédex holds the game's 589 species, remembers every one you have seen and how many you defeated, and the end of a run shows what is new.
Eggs and the incubator
Besides the 27 starters, 63 playable Pokémon families hatch from eggs, from every type and generation: 90 Pokémon to play in all. Each one has its own starting move, special, mid-run evolution and stats.
Bosses, locked chests and rifts sometimes leave an egg, at most 2 per run. It goes to the incubator, which has 3 slots. Every 16 px walked in a run counts as a step, and every egg in the incubator walks along. An egg found mid-run already counts the steps taken after it.
The Incubator tab at Kecleon's shop sells more slots, yours for good: slot 4 for ₽150,000 (with the shop at Tent (Lv 2)) and slot 5 for ₽500,000 (with the shop at Kecleon Mart (Lv 4)), up to 5 slots. It also sells the Quick Incubator (₽8,000): in the incubator, tap an egg to use it, and that egg walks 2x as fast until it hatches.
Once an egg is ready, it hatches when you leave the run or in the incubator (in the main menu and in the Eggs tab of the Pokémon select). Families you don't have yet come out 3x more often. The hatchling has a 1 in 100 chance to be shiny, and then it stays shiny in every run.
A duplicate, or an egg found with the incubator full, becomes Poké Dollars. A player who never had an egg is sure to get the first one.
The Friendship Egg never drops in runs: it comes as a Mystery Gift when you sign up through someone's invite, and when a friend you invited finishes 3 runs. Only Munchlax hatches from it. At 3 friends you get the Ambassador title and an exclusive frame, at 5 an Ultra rare egg, and at 10 a shiny Dratini. Your link and each friend's progress are on the Invite friends card, on the home screen.
The Haunted Egg never drops in runs either: only Duskull's stall sells it, at the plaza, during Halloween Night (Oct 24 to Nov 2), one a day. Only Litwick, Phantump, Drifloon and Sandygast come out of it, 25% each, owned or not. After the event, it's back next year.
The Kecleon Egg never drops in runs either: it's a fixed card in the shop's Showcase: the day's first costs ₽10,000 and each one after costs double the last, up to 6 a day (₽320,000 for the sixth). Only Porygon, Exeggcute, Scraggy and Smeargle come out of it, 25% each. Porygon2 needs the Up-Grade, Porygon-Z the Dubious Disc and Exeggutor the Leaf Stone; Smeargle never evolves, but its Sketch copies the nearest foe's move. 100 stamps on the loyalty card bring a Kecleon Egg sure to hatch shiny.
| Dropped by | Chance | Rarity |
|---|---|---|
| Onix, Snorlax and the legendary trio | 15% | Common Egg 70% · Rare Egg 25% · Ultra Rare Egg 5% |
| Locked chest | 10% | Common Egg 85% · Rare Egg 15% |
| A rift legendary | 40% | Rare Egg 65% · Ultra Rare Egg 35% |
| The cave's chest and Spiritomb, in the graveyard | 25% | Common Egg 55% · Rare Egg 40% · Ultra Rare Egg 5% |
| Mewtwo and the rare mythical (Mew, Celebi or Jirachi) | 100% | Rare Egg 70% · Ultra Rare Egg 30% |
| Arceus, in endless mode | 100% | Ultra Rare Egg 100% |
| Field mission: the defended nest (Normal / Hard / Nightmare) | 25% / 50% / 70% | Common Egg 60% · Rare Egg 35% · Ultra Rare Egg 5% |
| Egg | Steps | Duplicate or no room | May hatch |
|---|---|---|---|
| Common Egg | 2,000 | ₽300 | |
| Rare Egg | 4,000 | ₽600 | |
| Ultra Rare Egg | 8,000 | ₽1,200 | |
| Friendship Egg | 2,000 | ₽600 | |
| Haunted Egg | 3,000 | ₽1,500 | |
| Kecleon Egg | 4,000 | ₽2,500 | |
| Shiny Kecleon Egg | 4,000 | ₽2,500 |
Map items
Item sources show up around the map. Any move breaks them, and each one drops an item. Stronger items get more common late in the run.
| Source | Hits to break |
|---|---|
| Item Ball | 1 |
| Berry Tree | 3 |
| Tall grass | 1 |
Regular enemies also drop an Oran Berry (1.2% chance) or an item (0.4%).
| Item | Effect | Where |
|---|---|---|
| Potion | Restores 30 HP. | Item Ball, Berry Tree, Tall grass, Enemies |
| Super Potion | Restores 60 HP. | Item Ball, Berry Tree, Enemies |
| Rare Candy | Levels you up on the spot. | Item Ball, Berry Tree, Enemies |
| Exp. Share | Pulls every Exp. Candy on the map to you. | Item Ball, Tall grass, Enemies |
| Poké Flute | Puts the wild Pokémon on screen to sleep. | Item Ball, Tall grass, Enemies |
| Max Repel | Invulnerable for a few seconds, pushing enemies away. | Item Ball, Tall grass |
| Voltorb | Voltorb uses Explosion: faints every regular enemy on screen and takes 10% of a boss's HP. | Item Ball, Tall grass, Enemies |
| X Attack | 50% more damage for 20s. | Item Ball, Enemies |
| X Speed | More speed and faster cooldowns for 20s. | Item Ball, Tall grass, Enemies |
| Revive | Kept for later. When you faint, you get back up with 50% HP. | Item Ball, Enemies |
| Oran Berry | Restores 30% of max HP. | Berry Tree, Tall grass |
Map events
From 22s into a run, roughly every 31s a point of interest may show up near you (at most 3 at once). The important ones get an arrow on the screen edge. Take too long and they vanish.
| Event | How it works | Reward |
|---|---|---|
| Altar | Step on it. The buff it grants floats above it, so you can decide from afar. | X Attack, X Speed or Max Repel (the roll avoids what's already running), lasting 1.5x as long. |
| Fountain | Stand in it while hurt: 6 charges, one every 0.45s. At full HP nothing is spent. | Each charge heals 7% of your max HP. |
| Locked chest | Stay inside the ring for 3s. Outside it, progress slowly drains. As soon as you start, a ring of wild Pokémon ambushes you. | ₽100 or more (it grows over time), an item and a Poké Ball. |
| Spikes | The spikes shoot up every few seconds, with a blinking warning first. They hurt whoever stands on them: you and the wild Pokémon. | Lure the horde on top of them. |
| Bomb | Anyone who gets close lights the fuse. 1.6s later it blows up and hurts everything in range, you included. | Let the horde light it and step away. |
| Fleeing Meowth | Runs from you and escapes after 15s. Your moves can hit it. | A coin with every hit, and the Pay Day (₽200) if it faints. |
| Move Tutor | Pitches a tent once between minutes 3 and 8 (sometimes once more). Stand in its ring. | Teaches 1 of 2 moves that suit your Pokémon's type and that it doesn't learn on its own (never a Water move for Grovyle). The first lesson is free; the next costs ₽300 of the run's money. |
| Field missions | From 03:15 on, one at a time, every 2.5 min or so, a walk away and against the clock: defend an egg in its nest from a raid (stay in the ring), find lost Poké Balls scattered around, or lead a lost Togepi back to its nest. Ignoring one costs nothing. | A level of rare cards (on Nightmare the first one is shiny), ₽ and the mission's prize: a shot at an egg, an item and a heal. |
Kecleon Shop and Poké Dollars
Fainted enemies sometimes drop Poké Dollars: a coin, a stack or a bag (₽10, ₽50 and ₽250). Tougher ones drop them more often, and bosses and shinies always pay out.
A bonus comes at the end of the run: ₽30 per minute survived, ₽1 per 4 fainted foes and ₽1,000 for winning. Quitting from the pause menu keeps the coins but forfeits the bonus.
Spend it all in the Kecleon Shop, on the plaza east of your partner's home in the lobby. Today's Showcase is the same for everyone and turns over at midnight Brasília time: a free gift every day, the Kecleon Egg (up to 6 a day, each for double the last), a deal at 30% off, consumables for your Bag, the day's egg and a style. Kecleon's purple brother sells TMs (buy one once, arm it before a run and the first TM that drops is that one) and evolution items: a path that needs an item only opens with it (no Dawn Stone, no Gallade), and a boss may also drop one in a run, for that run only. Training holds the permanent upgrades: the Refund button gives back everything you spent on them, so you can try other builds. It also sells Bottle Caps: +3% to everything per level, up to 3, only for the Pokémon that gets them. In Expansion you invest to grow the shop (Cart, Tent, Shop, Kecleon Mart and Department Store), with more items in the Showcase and the Bag. The Incubator tab sells extra incubator slots (for good) and the Quick Incubator, which makes one egg walk twice as fast. Friday to Sunday, from the Kecleon Mart on, Meowth's caravan stops on the plaza with an ultra egg, the Gold Bottle Cap and exclusive TMs; with 7 stamps on your loyalty card (one per day you visit the shop) he gives you 20% off. Without an account, progress is saved only in this browser.
Plaza Festival: about once a month, for 14 days, the fountain on the Kecleon plaza becomes a community pot. With an account (with a @handle and 3 finished runs), you toss ₽ into the fountain, from ₽100 up to ₽200k a day. Every milestone the pot passes becomes a Gift for every player, even guests and those who didn't give, and waits in the gift box until 7 days after the end. Giving ₽50k in one festival earns the Patron title, and the 10 biggest donors show on the fountain's plaque (you can hide your name). The first is the Lantern Festival, from Nov 3 to 16.
| Upgrade | Effect | Price per rank |
|---|---|---|
| HP Up | +10 max HP per rank. | ₽200 · ₽320 · ₽510 · ₽820 · ₽1,310 |
| Protein | +5% damage per rank. | ₽300 · ₽480 · ₽770 · ₽1,230 · ₽1,970 |
| Iron | +1 defense per rank: every hit deals 1 less, up to half of it. | ₽400 · ₽640 · ₽1,020 |
| Carbos | +5% speed per rank. | ₽250 · ₽400 · ₽640 |
| Calcium | +5% move area per rank. | ₽300 · ₽480 · ₽770 |
| Zinc | Moves cool down 2.5% faster per rank. | ₽450 · ₽720 · ₽1,150 |
| PP Up | +1 projectile for every move. | ₽3,000 |
| Exp. Charm | +3% EXP gained per rank. | ₽250 · ₽400 · ₽640 · ₽1,020 · ₽1,640 |
| Amulet Coin | +10% ₽ earned per rank. | ₽250 · ₽400 · ₽640 · ₽1,020 · ₽1,640 |
| Ability Capsule | +1 level-up reroll per run. | ₽500 · ₽800 · ₽1,280 |
| Escape Rope | +1 level-up skip and +1 Forget per run. | ₽300 · ₽480 · ₽770 |
| Shiny Charm | Wild shinies more common: +1/3 of the odds per level (1/450 → 1/225 at most). | ₽6,000 · ₽12,000 · ₽24,000 |
Missions and achievements
Missions is in the title screen menu. Every day brings 3 daily missions (₽100–₽300) and every week 2 weekly ones (₽1,000–₽3,000). They are drawn from your device's date, so everyone gets the same ones on the same day: dailies change at midnight and weeklies on Monday.
Progress counts at the end of every run, even if you quit from the pause menu, and adds up the runs of the day or week. Survival, level, endless and species missions count your best run. Missions use what the game has: defeat Pokémon of a type, in a weather or in a biome, win rifts, open chests, grab Meowth's Pay Day, defeat shinies and bosses, collect Poké Dollars, walk, see different species, hatch eggs (it counts when the egg hatches) and beat Mewtwo with a starter of some type. The reward goes straight to your wallet, and some weeklies also give an egg.
Achievements are lifetime goals with a bronze, silver or gold medal (Bronze ₽100, Silver ₽500, Gold ₽2,000 + Rare Egg). Some grant a title, like Shiny Hunter: tap it on the Achievements tab to show it on the title screen and on every run's results. Reward eggs go to the incubator (when it's full they become Poké Dollars) and, at the end of a run, share the per-run egg limit with the eggs you found.
| Achievement | Medal | How to earn it | Title |
|---|---|---|---|
| First steps | Bronze | Play a run | — |
| Regular | Silver | Play 25 runs | — |
| Veteran | Gold | Play 100 runs | Veteran |
| A thousand down | Bronze | Defeat 1,000 Pokémon in total | — |
| Horde breaker | Silver | Defeat 10,000 Pokémon in total | — |
| Unstoppable | Gold | Defeat 100,000 Pokémon in total | Unstoppable |
| Survivor | Bronze | Survive 5 min in one run | — |
| Hard to kill | Bronze | Survive 10 min in one run | — |
| Final form | Bronze | Reach your starter's final evolution | — |
| Seasoned | Bronze | Reach Lv 30 in one run | — |
| Battle master | Silver | Reach Lv 50 in one run | — |
| Evolved move | Bronze | Evolve a move with its item | — |
| Arsenal | Silver | Evolve 50 moves | — |
| Boss hunter | Bronze | Defeat 10 bosses | — |
| Bane of bosses | Silver | Defeat 100 bosses | — |
| Treasure hunter | Bronze | Open 10 chests | — |
| Pay Day | Bronze | Make Meowth drop its coins 5 times | — |
| Devout | Bronze | Use 25 altars | — |
| Savings | Bronze | Collect ₽10,000 in total | — |
| Fortune | Silver | Collect ₽100,000 in total | — |
| Tycoon | Gold | Collect ₽1,000,000 in total | Tycoon |
| Tourist | Bronze | Play 9 different starters | — |
| Complete trainer | Silver | Play 27 different starters | Complete Trainer |
| Helpful | Bronze | Complete 10 missions | — |
| Tireless | Gold | Complete 100 missions | Tireless |
| It sparkles! | Bronze | Defeat a shiny Pokémon | — |
| Trained eye | Silver | Defeat 10 shiny Pokémon | — |
| Shiny Hunter | Gold | Defeat 50 shiny Pokémon | Shiny Hunter |
| Shiny partner | Silver | Start a run with a shiny starter (1 in 64) | Lucky |
| Researcher | Silver | See 100 species in the Pokédex | — |
| Pokémon Professor | Gold | Catch every form of the 27 starters (take each to its final evolution) | Pokémon Professor |
| Oh? The Egg hatched! | Bronze | Hatch an egg | — |
| Shiny clutch | Gold | Hatch a shiny Pokémon (1 in 100) | Shiny Breeder |
| Rift breaker | Bronze | Win a legendary rift | — |
| Rift walker | Silver | Win 25 legendary rifts | — |
| Off the beaten path | Bronze | Clear a place: the cave’s treasure, Spiritomb or a flight with wings | — |
| Adventurer | Silver | Clear 25 places | — |
| Snoop | Bronze | Open a treasure hidden on the map: in the abandoned cottage, the maze, the ruins or the camp | — |
| Treasure Hunter | Silver | Open 50 treasures hidden on the map | — |
| Mega Bond | Bronze | Mega Evolve once | — |
| Mega Master | Silver | Mega Evolve 25 times | — |
| First Alpha | Bronze | Defeat an Alpha Pokémon | — |
| Alpha Tracker | Silver | Defeat 25 Alpha Pokémon | — |
| Alpha Hunter | Gold | Defeat 100 Alpha Pokémon | Alpha Hunter |
| Legend Tamer | Gold | Defeat all 9 rift legendaries | Legend Tamer |
| Shining legend | Gold | Defeat a shiny legendary | — |
| Explorer | Gold | Clear all 3 places: the cave’s treasure, Spiritomb in the graveyard and a flight above the clouds | Explorer |
| Champion | Silver | Defeat Mewtwo | Champion |
| Dynasty | Gold | Defeat Mewtwo 10 times | — |
| Starter trio | Silver | Defeat Mewtwo with a Grass, a Fire and a Water starter | — |
| Kanto Champion | Silver | Defeat Mewtwo with a starter from Kanto | — |
| Johto Champion | Silver | Defeat Mewtwo with a starter from Johto | — |
| Hoenn Champion | Silver | Defeat Mewtwo with a starter from Hoenn | — |
| Sinnoh Champion | Silver | Defeat Mewtwo with a starter from Sinnoh | — |
| Unova Champion | Silver | Defeat Mewtwo with a starter from Unova | — |
| Kalos Champion | Silver | Defeat Mewtwo with a starter from Kalos | — |
| Alola Champion | Silver | Defeat Mewtwo with a starter from Alola | — |
| Galar Champion | Silver | Defeat Mewtwo with a starter from Galar | — |
| Paldea Champion | Silver | Defeat Mewtwo with a starter from Paldea | — |
| Master of Regions | Gold | Defeat Mewtwo with starters from all 9 regions | Master of Regions |
| Beyond Mewtwo | Silver | Survive 1 min in endless mode | — |
| Under Arceus's gaze | Gold | Survive 10 min in endless mode | — |
| Living Legend | Gold | Defeat Arceus in endless mode | Living Legend |
Settings and music
Settings live in the title screen menu and in the pause menu, which is just Resume · Settings · Quit. Changes apply right away and are saved in this browser.
The soundtrack is original chiptune, composed in code and synthesized live in the browser with no audio files: a village theme in the menus, a march during the run and a boss theme while a boss is alive.
| Option | What it does |
|---|---|
| Music | Soundtrack volume. |
| Effects | Volume of sound effects and cries. |
| Sound | Turns all sound on or off (shortcut: M). |
| Damage numbers | Shows or hides damage numbers on screen. |
| Screen shake | Turns screen shake on explosions and big hits on or off. |
| Language | Switches between English, Portuguese and Spanish. |