How to play

PokeSurvivor 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

ActionKeyboardGamepadTouch
MoveWASD or arrow keysD-pad or left stickDrag anywhere on the screen (floating joystick)
Special attackSpaceA (Xbox) or ✕ (PlayStation)Round button, bottom right
Mega EvolutionEY (Xbox) or △ (PlayStation)MEGA button, above the special
Lunge (Quick Attack, Extreme Speed)ShiftX (Xbox) or □ (PlayStation)Round button, left of the special
PauseEsc or PStartButton, top right
Navigate menusArrows, Enter confirms, Esc goes backD-pad or left stick, A confirms, B goes backTap
Pick an upgrade1 to 3, or ↑ ↓ and EnterD-pad and ATap it
Pick your partnerArrows in the grid, Tab Starters/Eggs, 1 to 9 region, I details, Enter startsD-pad (↓ on the last row leads to Eggs) and ATap to view, tap again (or Start) to play
Go to the Kecleon ShopL in the lobby (or on the partner select), or walk to the plaza and press ED-pad to Shop, then ATap Shop, Kecleon or the little sign pointing to the plaza
Sound on/offMSettingsSettings
LanguageI on the title screen, or SettingsSettingsPT | 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:

LevelEnemy HPDamage you takeSpawn rateEnemy speedScaling per minuteHealing
Normal1x1x1x1x1x1x
Hard1.4x1.45x1.25x1.1x1.12x1x
Nightmare1.8x2x1.5x1.2x1.25x0.5x

Timeline

TimeEvent
1:15Swarm: 16 flying tier 1 Pokémon cross the screen
2:30Boss: Onix
2:45Swarm: 24 flying tier 1 Pokémon cross the screen
4:00Ring: a circle of 28 tier 2 Pokémon closes in on you
4:30Ring: a circle of 10 Voltorb closes in on you
5:00Boss: Snorlax
6:30Swarm: 36 flying tier 1 Pokémon cross the screen
7:00Boss: the run's legendary trio (Articuno, Raikou or Regirock)
8:00Ring: a circle of 30 tier 3 Pokémon closes in on you
9:00Swarm: 40 flying tier 1 Pokémon cross the screen
9:30Boss: the run's legendary trio (Zapdos, Entei or Regice)
11:00Ring: a circle of 40 tier 3 Pokémon closes in on you
12:00Boss: the run's legendary trio (Moltres, Suicune or Registeel)
13:30Swarm: 60 flying tier 1 Pokémon cross the screen
15:00Rare boss: Mew, Celebi or Jirachi (10% chance)
15:00Boss: 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.

FromBiomeHorde typesWeather (most to least common)
0:00Route 1NormalFlyingBugGrassClear skies, Harsh sunlight, Rain
3:00Viridian ForestGrassBugPoisonRain, Clear skies, Fog, Harsh sunlight
6:00Mt. MoonRockGroundFightingPoisonSandstorm, Clear skies, Fog
9:00Mt. SilverIceWaterFlyingSnow, Clear skies, Fog
12:00Lavender TowerGhostPsychicDarkPoisonFog, Clear skies, Rain

Weather

WeatherEffect
Harsh sunlightFire moves ×1.5; Water moves ×0.75
RainFire moves ×0.75; Water moves ×1.5
Sandstormevery 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
Snowevery 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
Fogshort 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

TierBase stat totalSpeciesExamples
Tier 1up to 26958ZubatSwinubAzurillFomantis
Tier 2270 to 32982PoliwagNatuDuskullJangmo-o
Tier 3330 to 39971WeepinbellYanmaVibravaPancham
Tier 4400 to 46993MachokeWobbuffetMedichamBronzong
Tier 5470 or more111RapidashCrobatTorkoalTrevenant

Tiers by stage

TimeCast tiers
0:00–1:003 from tier 1 (3 new)
1:00–2:003 from tier 1 and 1 from tier 2 (2 new)
2:00–3:001 from tier 1 and 3 from tier 2 (2 new)
3:00–5:001 from tier 1, 3 from tier 2 and 1 from tier 3 (2 new)
5:00–7:001 from tier 2 and 4 from tier 3 (3 new)
7:00–10:002 from tier 3 and 2 from tier 4 (2 new)
10:00–13:001 from tier 3, 3 from tier 4 and 1 from tier 5 (2 new)
13:00–15:002 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

ItemEffect per levelLevels
Muscle Band+10% damage to all moves.5
Quick ClawMoves cool down 8% faster.5
Wide Lens+10% move area.5
Light ClayEffects last 12% longer.5
Loaded Dice+1 projectile for multi-hit moves.2
LeftoversRestores 0.3 HP per second.5
Choice Scarf+8% movement speed.5
Lucky Egg+10% EXP gained.5
Dowsing MachinePulls in Exp. Candies from farther away.5
King's Rock+6% chance to inflict status (burn, poison, paralysis).5
Toxic OrbBurn 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
MetronomeAt 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 HerbEach 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)ItemEvolution
Ember (Lv 8)CharcoalFlamethrower Fire
A steady jet of fire at the nearest foe; where it ends, the ground catches fire. May burn.
Fire Spin (Lv 8)CharcoalFire Blast Fire
Hurls fireballs that burst into a five-pointed star of fire, which keeps burning on the ground.
Water Gun (Lv 8)Mystic WaterHydro 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 WaterSurf 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 SeedLeaf 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 SeedPower Whip Grass
Huge thorny vines spin around you, each sweeping half a circle and sending foes flying.
Swift (Lv 8)Silk ScarfTri 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)MagnetWildbolt 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 BarbGunk Shot Poison
Hurls heaps of garbage that land with a thud and splatter into toxic puddles. Often poisons.
Gust (Lv 8)Sharp BeakHurricane Flying
Tornadoes spin around you, sucking in nearby foes and flinging them away.
Quick Attack (Lv 8)Silk ScarfExtreme 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)MagnetThunderbolt 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 BarbBarb Barrage Poison
Flings poison barbs every way; they turn into mines that blow up and leave a toxic cloud.
Will-O-Wisp (Lv 8)CharcoalInferno Fire
Lights a bonfire at your feet, ringed by fire, that shoots blasts at foes. Often burns.
Ice Shard (Lv 8)Never-Melt IceBlizzard 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 StoneStone Edge Rock
Rows of stone pillars burst from the ground towards the nearest foes.
Pin Missile (Lv 8)Silver PowderMegahorn 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 FangOutrage Dragon
Draconic rage: ever wider fire breaths at the nearest foe, ending in a roar that blasts everyone around away.
Crunch (Lv 8)Black GlassesJaw 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 BeltSuperpower 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 SandFissure 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 SpoonExtrasensory 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 CoatSteel 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 TagInfernal 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 TagPhantom 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 FeatherAlluring 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 ClawAqua 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 RockLiquidation Water
Crashing waves surge forward and back, bowling foes over and lowering their defense (mark: they take more damage).
Pyro Ball (Lv 8)Muscle BandSearing Shot Fire
Lobs white-hot fireballs that explode on foes and spray a ring of embers. Burns often.
Torch Song (Lv 8)MetronomeBurning 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)LeftoversGiga 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 LensTrailblaze Grass
Giant leaf blades sweep almost a full circle around you, from far out.
Flame Wheel (Lv 8)Light ClayRaging 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 HerbSeed 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 DiceWater 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 ScarfElectro 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 OrbSludge 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 VestExplosion 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)LeftoversOblivion 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 BeltSky 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 CoatGear 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 GlassesKowtow 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 SpoonHyperspace 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 SandThousand 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 StoneStone 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 ClawFirst 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 FangBreaking 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 IceGlacial 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.

TypesDuo move
Fire + GrassFire 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 + FireWater Pledge Water
Geysers burst under the crowds and a rainbow appears: while it shines, your moves get +25% status chance.
Grass + WaterGrass 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 + ElectricFusion 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 + WaterIon 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 + WaterFreeze-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 + PoisonNightmare 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.

ItemUpsidePrice
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.

TypeSpecial → final evolutionCooldownUsed by
NormalHyper Voice → Boomburst
A shockwave all around you that pushes everything back.
9sEeveeAzurillTeddiursaSwabluSlakothMunchlaxPorygonSmeargle
FireFlare Blitz → Blast Burn
A flaming charge that leaves a trail of fire.
10sCharmanderCyndaquilTorchicChimcharTepigFennekinLittenScorbunnyFuecocoCharcadetGrowlitheVulpix
WaterHydro Pump → Hydro Cannon
A focused blast in the direction you move.
12sSquirtleTotodileMudkipPiplupOshawottFroakiePopplioSobbleQuaxlyPoliwagAzurillMagikarpHorseaFeebas
GrassGrass Knot → Frenzy Plant
Rings of roots burst from the ground and slow foes.
11sBulbasaurChikoritaTurtwigSnivyChespinRowletGrookeyBudewShroomishExeggcute
ElectricThunderbolt → Bolt Strike
Lightning strikes the nearest foes and may paralyze them.
9sPichuMareepShinxToxelElectrike
PoisonToxic Spikes → Malignant Chain
You run a little faster and leave a poison trail behind.
11sZubat
FlyingAir Cutter → Aeroblast
A wall of wind that sweeps the way you move and pushes foes back.
9sPidgeyNoibat
BugPin Missile → Attack Order
A ring of stingers fired every way that may poison.
9sGrubbinLarvestaScyther
RockRock Slide → Diamond Storm
A rockfall around you that hits hard and pushes back.
10sRockruffGeodudeRoggenrolaKabutoLarvitar
GroundBulldoze → Precipice Blades
A wall of stone blades that sweeps the way you move and slows foes.
10sCuboneTrapinch
GhostShadow Ball → Astral Barrage
A ring of shadow balls fired every way that may paralyze.
9sGastlyShuppetLitwickPhantumpDrifloonSandygast
FightingVacuum Wave → Aura Sphere
A ring of energy spheres fired every way.
9sMachop
PsychicPsychic → Expanding Force
Psychic waves all around you that push and slow foes.
9sAbraRalts
IceIcicle Crash → Blizzard
Icicles rain down around you and slow foes.
10sSphealSwinubSnorunt
SteelMagnet Bomb → Doom Desire
Columns of steel light crash on the nearest foes: few, but heavy.
10sAronBeldum
DarkDark Pulse → Night Daze
Waves of darkness all around you that push and may put foes to sleep.
9sZoruaHoundourDeinoScraggy
FairyDazzling Gleam → Light of Ruin
Beams of light fall on the nearest foes and may put them to sleep.
9sTogepiTinkatink
DragonDragon Pulse → Draco Meteor
A meteor shower around you that may burn.
11sSwabluDratiniDreepyBagon
GrassLeaf Blade → Solar Blade
Slashes through to the nearest foe. Press again right after a hit to jump to the next one.
8sTreeckoSprigatito
FightingForce Palm → Close Combat
Strikes through to the nearest foe. Press again right after a hit to jump to the next one.
8sRiolu
DragonDual Chop → Dragon Rush
Rushes like a dragon into the nearest foe. Press again right after a hit to jump to the next one.
8sGible
FlyingAerial Ace → Brave Bird
Dives into the nearest foe. Press again right after a hit to jump to the next one.
8sStarly
SteelSmart Strike → Iron Head
Lunges blade first into the nearest foe. Press again right after a hit to jump to the next one.
8sHonedge
SteelStance Change
Swaps between Shield Forme (−30% damage taken, moves ×0.7) and Blade Forme (moves ×1.3, +10% damage taken).
2sHonedge
PsychicForme Change
Cycles Normal, Attack (moves ×1.35, +25% damage taken), Defense (−40% damage taken, moves ×0.75) and Speed Forme (+35% speed).
2sNo playable Pokémon yet
DragonDragon Flare
A long dash in blue dragon flames, with a fire trail and a blast at the end.
8sCharmander
PsychicPsystrike
Three huge psychic waves around you that push and slow.
7sAbra
GhostPoltergeist
A ring of 24 shadow shots in every direction that may paralyze.
7sGastly
FairyMoonblast
Twelve moonbeams strike the nearest foes and may put them to sleep.
7sRalts
FightingAura Sphere
A chain dash of up to 6 jumps; every landing bursts a ring of Aura Spheres.
7sRaltsRiolu
RockStone Edge
A heavy rain of stone blades around you.
8sLarvitar
GrassPetal Blizzard
Three waves of petals around you that slow foes down.
7sBulbasaur
FireHeat Wave
Two huge heat waves around you that may burn.
7sCharmander
WaterWater Pulse
Four water pulses around you that may slow foes down.
7sSquirtle
ElectricVolt Tackle
Electric chain dash of up to 6 jumps; every landing bursts a ring of bolts.
7sPichu
ElectricRising Voltage
Fourteen bolts strike the nearest foes and may paralyze.
7sPichu
FlyingHurricane
A huge wall of wind that sweeps the way you walk.
7sDratini
GrassSolar Beam
Twelve sunbeams strike the nearest foes.
7sChikorita
WaterWave Crash
Chain dash of up to 6 jumps, wrapped in water.
7sTotodile
DragonDragon Claw
Chain dash of up to 6 jumps; every landing bursts a ring of draconic energy.
7sTreecko
FireBlaze Kick
Flaming chain dash of up to 6 jumps that may burn.
7sTorchic
WaterMuddy Water
Three waves of mud around you that slow foes down.
7sMudkip
SteelMeteor Mash
A heavy rain of steel meteors around you.
7sBeldum
FlyingSky Attack
Chain dash of up to 6 jumps; every landing bursts a ring of wind blades.
7sStarly
GroundEarth Power
Three waves of earth around you that slow foes down.
7sGible
DragonScale Shot
A ring of 24 scales fired every way.
7sGible
FightingFocus Blast
Ten energy spheres strike the nearest foes.
7sRiolu
FireHeat Crash
Eight flaming impacts strike the nearest foes and may burn.
7sTepig
GrassSpiky Shield
Two waves of spikes around you that push everything back.
7sChespin
FireMystical Fire
Three waves of mystical fire around you that may burn.
7sFennekin
DarkNight Slash
Chain dash of up to 6 jumps; every landing bursts a ring of dark waves.
7sFroakie
FlyingAir Slash
A ring of 24 air blades fired all around.
7sPidgey
WaterWaterfall
A huge wall of water sweeping the way you walk.
7sMagikarp
ElectricZap Cannon
Three huge electric waves around you that nearly always paralyze.
7sMareep
SteelBullet Punch
Chain dash of up to 6 jumps on a short cooldown; every landing bursts a ring of steel shards.
6sScyther
DarkFiery Wrath
A heavy rain of dark flames around you that may burn.
7sHoundour
SteelHeavy Slam
Eight huge steel impacts crash on the nearest foes.
7sAron
ElectricWild Charge
You run faster and leave a trail of sparks that may paralyze.
9sElectrike
FairyHyper Voice
Three waves of charmed sound around you that may put foes to sleep.
7sSwablu
GhostPhantom Force
Chain dash of up to 6 jumps; every landing bursts a ring of shadows.
7sShuppet
IceSheer Cold
Three waves of absolute cold around you that slow foes hard.
7sSnorunt
FlyingDouble-Edge
Twelve dive-bombs crash on the nearest foes.
7sBagon

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.

StatusInflicted byEffect
BurnEruption, 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 BulwarkDamage over time. Burned enemies deal only 50% contact damage.
PoisonRazor Leaf, Vine Whip, Sludge Bomb, Toxic Spikes, Pin Missile, Venoshock, Gunk Shot, Barb Barrage, Megahorn, Sludge Wave, Cross Poison, NightmareDamage over time that stacks up to 5x.
ParalysisThunder, 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, ThunderclapFreezes the enemy for a moment, then it stutters now and then. Lasts 35% as long on bosses.
SlowLeaf 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 PledgeSlows down anything close. Lasts 50% as long on bosses.
SleepDream Eater, Zen Headbutt, Yawn, Iron Head, Spore, Waterfall, Dark VoidEnemies on screen fall asleep for 6s. Lasts 35% as long on bosses.
FreezeIce Beam, Glacial Lance, Freeze-Dry, Roar of Time, Snowscape, GlaciateFreezes the enemy in place. The next hit deals 2x damage and breaks the ice. Lasts 25% as long on bosses.
MarkDouble Kick, Razor Shell, Liquidation, Luster PurgeA marked enemy takes more damage from every hit, stacking up to 3x.
ConfusionPsybeam, Dynamic Punch, Extrasensory, Alluring VoiceThe enemy wanders aimlessly and hurts the enemies it bumps into. Bosses are immune.
SeedLeech SeedDamage over time that heals you for 50% of it. When the enemy faints, the seed jumps to 2 neighbors.
WeakenedMud Shot, Moonblast, Aurora Beam, Breaking Swipe, Play Rough, Mist BallMud 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.

TimeBossHPAttacks
2:30Onix1,100
  • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 4s (14 damage)
  • Up close: Area slam around itself every 4.5s (16 damage)
  • Leaps onto you, a circle marking where it lands, every 7s (16 damage), if you keep away
  • Ring of 8 projectiles every 4.5s (12 damage), under 50% HP
  • At range: Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (14 damage), on Nightmare only
5:00Snorlax2,800
  • Up close: Area slam around itself every 5s (22 damage)
  • At range: 1 marked strike on the ground near you every 4.5s (20 damage)
  • Leaps onto you, a circle marking where it lands, every 7.5s (22 damage), if you keep away
  • At range: 4 marked strikes along your path, from where you stand to where you're heading, every 4s (18 damage), under 50% HP
  • Up close: Ring of 10 projectiles every 4.4s (16 damage), on Nightmare only
7:00Articuno Kanto birds5,200
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (18 damage)
    • At range: Ring of 12 projectiles every 3.2s (18 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 4s (18 damage)
    • Up close: Area slam around itself every 4s (20 damage)
    • Leaps onto you, a circle marking where it lands, every 7s (20 damage), if you keep away
    • Up close: Leaves a harmful trail for 2.4s (12 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (18 damage)
    • Vanishes while its shadow chases you; it stops and it lands there, every 8.5s (20 damage)
    • At range: A beam out of itself, its line blinking first, every 6s (16 damage)
    • At range: Ring of 12 projectiles every 3.6s (18 damage)
    • Up close: Area slam around itself every 4s (20 damage)
    • Volley of 5 projectiles aimed at you, with aim lines before it fires, every 4s (18 damage), under 50% HP
    • Ultimate Sheer Cold, every 18s: Ring of 20 projectiles closing on you, with one way out, every 18s (18 damage); Ring of 20 projectiles closing on you, with one way out, every 18s (18 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (18 damage)
    • Vanishes while its shadow chases you; it stops and it lands there, every 10s (20 damage)
    • A beam out of itself, its line blinking first, every 6.5s (16 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 4s (18 damage)
    • Up close: Ring of 12 projectiles every 3.6s (18 damage)
    • Up close: Leaves a harmful trail for 2.4s (12 damage), on Nightmare only
    • Ultimate Snowscape, every 18s: A blast over everything (26 damage), except in the marked shelters; Ring of 14 projectiles every 18s (16 damage)
7:00Raikou Johto beasts5,200
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (18 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3s (18 damage)
    • Up close: Leaves a harmful trail for 1.6s (10 damage)
    • Up close: Area slam around itself every 3.8s (20 damage)
    • Leaps onto you, a circle marking where it lands, every 6.5s (20 damage), if you keep away
    • Ring of 10 projectiles every 4.4s (16 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (18 damage)
    • Charges down a marked lane, 3 in a row, every 7s (18 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.2s (18 damage)
    • Up close: Leaves a harmful trail for 1.6s (10 damage)
    • At range: 5 marked strikes on the ground near you every 3.2s (16 damage), under 50% HP
    • Ultimate Discharge, every 18s: Area slam around itself every 18s (20 damage); Ring of 14 projectiles every 18s (16 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (18 damage)
    • Charges down a marked lane, 2 in a row, every 8s (18 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3s (18 damage)
    • Up close: Leaves a harmful trail for 1.6s (10 damage)
    • Leaps onto you, a circle marking where it lands, every 6.5s (20 damage), if you keep away
    • Ring of 10 projectiles every 4.4s (16 damage), on Nightmare only
    • Ultimate Thunderclap, every 18s: 4 parallel lances across the screen, the gaps between them safe, every 18s (18 damage); 4 parallel lances across the screen, the gaps between them safe, every 18s (18 damage); 4 parallel lances across the screen, the gaps between them safe, every 18s (18 damage); Charges down a marked lane, every 18s (20 damage)
7:00Regirock Hoenn Regis5,200
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (18 damage)
    • At range: 4 marked strikes on the ground near you every 3.4s (18 damage)
    • Up close: Area slam around itself every 4.2s (20 damage)
    • Up close: Ring of 8 projectiles every 3.8s (18 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (18 damage), if you keep away
    • Up close: Area slam around itself every 4.6s (20 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (18 damage)
    • Shuts you in a circle of flames or rocks, every 11s (14 damage)
    • At range: 3 parallel lances across the screen, the gaps between them safe, every 6.5s (18 damage)
    • Up close: Area slam around itself every 4.2s (20 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (18 damage), if you keep away
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.6s (18 damage), under 50% HP
    • Ultimate Stone Edge, every 18s: 9 marked strikes on the ground near you every 18s (18 damage); 9 marked strikes on the ground near you every 18s (18 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (18 damage)
    • Shuts you in a circle of flames or rocks, every 12s (14 damage)
    • At range: 4 marked strikes on the ground near you every 3.4s (18 damage)
    • Up close: Area slam around itself every 4.2s (20 damage)
    • Up close: Ring of 8 projectiles every 3.8s (18 damage)
    • Up close: Area slam around itself every 4.6s (20 damage), on Nightmare only
    • Ultimate Rock Wrecker, every 18s: Volley of 1 projectile aimed at you, with aim lines before it fires, every 18s (28 damage); Volley of 1 projectile aimed at you, with aim lines before it fires, every 18s (28 damage); Volley of 3 projectiles aimed at you, with aim lines before it fires, every 18s (26 damage)
9:30Zapdos Kanto birds8,000
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • At range: 4 marked strikes along your path, from where you stand to where you're heading, every 2.6s (24 damage)
    • Up close: Area slam around itself every 3.6s (24 damage)
    • Leaps onto you, a circle marking where it lands, every 6.5s (22 damage), if you keep away
    • At range: Volley of 4 projectiles aimed at you, with aim lines before it fires, every 4.4s (20 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Charges down a marked lane, 2 in a row, every 7s (22 damage)
    • At range: 3 parallel lances across the screen, the gaps between them safe, every 6s (22 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.4s (22 damage)
    • Up close: Area slam around itself every 3.8s (24 damage)
    • Ring of 12 projectiles every 4s (20 damage), under 50% HP
    • Ultimate Zap Cannon, every 18s: A beam out of itself, its line blinking first, every 18s (26 damage); 2 beams out of itself, its line blinking first, every 18s (24 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Charges down a marked lane, 2 in a row, every 8s (22 damage)
    • At range: 4 marked strikes along your path, from where you stand to where you're heading, every 2.8s (22 damage)
    • Up close: Ring of 12 projectiles every 4s (20 damage)
    • Leaps onto you, a circle marking where it lands, every 6.5s (22 damage), if you keep away
    • At range: Volley of 4 projectiles aimed at you, with aim lines before it fires, every 4.4s (20 damage), on Nightmare only
    • Ultimate Electric Terrain, every 18s: A blast over everything (30 damage), except far from it; 5 parallel lances across the screen, the gaps between them safe, every 18s (22 damage)
9:30Entei Johto beasts8,000
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • At range: 5 marked strikes along your path, from where you stand to where you're heading, every 3.4s (22 damage)
    • Up close: Leaves a harmful trail for 2.4s (14 damage)
    • Up close: Area slam around itself every 4.4s (26 damage)
    • Leaps onto you, a circle marking where it lands, every 6.5s (24 damage), if you keep away
    • Up close: Ring of 10 projectiles every 4.4s (20 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Charges down a marked lane, 2 in a row, every 7.5s (24 damage)
    • At range: 4 marked strikes along your path, from where you stand to where you're heading, every 3.6s (22 damage)
    • Up close: Leaves a harmful trail for 2.4s (14 damage)
    • Leaps onto you, a circle marking where it lands, every 6.5s (24 damage), if you keep away
    • Volley of 5 projectiles aimed at you, with aim lines before it fires, every 4s (20 damage), under 50% HP
    • Ultimate Eruption, every 18s: 9 marked strikes on the ground near you every 18s (22 damage); 6 marked strikes along your path, from where you stand to where you're heading, every 18s (22 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Charges down a marked lane, 2 in a row, every 8s (24 damage)
    • At range: 5 marked strikes along your path, from where you stand to where you're heading, every 3.4s (22 damage)
    • Up close: Area slam around itself every 4.4s (26 damage)
    • Up close: Leaves a harmful trail for 2.4s (14 damage)
    • Up close: Ring of 10 projectiles every 4.4s (20 damage), on Nightmare only
    • Ultimate Burning Bulwark, every 18s: Shuts you in a circle of flames or rocks, every 18s (12 damage); 3 marked strikes along your path, from where you stand to where you're heading, every 18s (20 damage); 1 marked strike on the ground near you every 18s (22 damage); 4 marked strikes on the ground near you every 18s (20 damage)
9:30Regice Hoenn Regis8,000
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • At range: Ring of 14 projectiles every 3.4s (20 damage)
    • At range: 2 marked strikes along your path, from where you stand to where you're heading, every 4.2s (24 damage)
    • Up close: Leaves a harmful trail for 2.8s (12 damage)
    • Up close: Area slam around itself every 4s (24 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (22 damage), if you keep away
    • Up close: Ring of 10 projectiles every 4s (18 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • At range: 3 beams out of itself, its line blinking first, every 6s (20 damage)
    • Ring of 18 projectiles closing on you, with one way out, every 9s (18 damage)
    • Up close: Leaves a harmful trail for 2.8s (12 damage)
    • Up close: Area slam around itself every 4s (24 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (22 damage), if you keep away
    • At range: 4 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage), under 50% HP
    • Ultimate Blizzard, every 18s: 5 parallel lances across the screen, the gaps between them safe, every 18s (20 damage); 5 parallel lances across the screen, the gaps between them safe, every 18s (20 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • At range: 3 beams out of itself, its line blinking first, every 6.5s (20 damage)
    • Ring of 18 projectiles closing on you, with one way out, every 10s (18 damage)
    • At range: Ring of 14 projectiles every 3.6s (20 damage)
    • Up close: Area slam around itself every 4s (24 damage)
    • Up close: Ring of 10 projectiles every 4s (18 damage), on Nightmare only
    • Ultimate Glaciate, every 18s: A blast over everything (26 damage), except far from it; A blast over everything (26 damage), except right next to it
12:00Moltres Kanto birds11,500
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Leaves a harmful trail for 3.2s (14 damage)
    • At range: Ring of 8 projectiles every 4.5s (20 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.8s (20 damage)
    • Up close: Area slam around itself every 4.2s (22 damage)
    • Leaps onto you, a circle marking where it lands, every 6.5s (24 damage), if you keep away
    • Up close: Area slam around itself every 4.6s (22 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Leaves a harmful trail for 3s (14 damage)
    • Vanishes while its shadow chases you; it stops and it lands there, every 9s (24 damage)
    • At range: A beam out of itself, its line blinking first, every 6.5s (18 damage)
    • Up close: Area slam around itself every 4.2s (22 damage)
    • Volley of 7 projectiles aimed at you, with aim lines before it fires, every 4s (20 damage), under 50% HP
    • Ultimate Heat Wave, every 18s: Volley of 9 projectiles aimed at you, with aim lines before it fires, every 18s (20 damage); Volley of 9 projectiles aimed at you, with aim lines before it fires, every 18s (20 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Leaves a harmful trail for 3.2s (14 damage)
    • Vanishes while its shadow chases you; it stops and it lands there, every 10s (24 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.8s (20 damage)
    • At range: Ring of 8 projectiles every 4.5s (20 damage)
    • Up close: Area slam around itself every 4.2s (22 damage)
    • Up close: Area slam around itself every 4.6s (22 damage), on Nightmare only
    • Ultimate Overheat, every 18s: A blast over everything (34 damage), except right next to it
12:00Suicune Johto beasts11,500
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • At range: Ring of 16 projectiles every 3.6s (20 damage)
    • At range: 2 marked strikes along your path, from where you stand to where you're heading, every 4.4s (22 damage)
    • Up close: Ring of 10 projectiles every 3.2s (18 damage)
    • Up close: Area slam around itself every 4.2s (22 damage)
    • Leaps onto you, a circle marking where it lands, every 6.5s (24 damage), if you keep away
    • Up close: Leaves a harmful trail for 2.4s (14 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Charges down a marked lane, 2 in a row, every 7.5s (22 damage)
    • At range: A beam out of itself, its line blinking first, every 7s (18 damage)
    • At range: Ring of 14 projectiles every 4s (20 damage)
    • Up close: Area slam around itself every 4.2s (22 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 3.8s (22 damage), under 50% HP
    • Ultimate Hydro Pump, every 18s: 2 beams out of itself, its line blinking first, every 18s (20 damage); 2 beams out of itself, its line blinking first, every 18s (20 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Charges down a marked lane, 2 in a row, every 8s (22 damage)
    • At range: Ring of 16 projectiles every 3.6s (20 damage)
    • At range: 2 marked strikes along your path, from where you stand to where you're heading, every 4.4s (22 damage)
    • Up close: Area slam around itself every 4.2s (22 damage)
    • Leaps onto you, a circle marking where it lands, every 6.5s (24 damage), if you keep away
    • Up close: Leaves a harmful trail for 2.4s (14 damage), on Nightmare only
    • Ultimate Aqua Ring, every 18s: Ring of 22 projectiles closing on you, with one way out, every 18s (18 damage); Ring of 20 projectiles closing on you, with one way out, every 18s (18 damage)
12:00Registeel Hoenn Regis11,500
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • At range: Ring of 18 projectiles every 4s (20 damage)
    • At range: 4 marked strikes on the ground near you every 3.8s (24 damage)
    • Up close: Area slam around itself every 4.6s (26 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (24 damage), if you keep away
    • Up close: Ring of 12 projectiles every 4.2s (20 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Charges down a marked lane, every 8s (26 damage)
    • At range: 2 beams out of itself, its line blinking first, every 6.5s (22 damage)
    • At range: Ring of 16 projectiles every 4.4s (20 damage)
    • Up close: Area slam around itself every 4.6s (26 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (24 damage), if you keep away
    • At range: 4 marked strikes along your path, from where you stand to where you're heading, every 3.6s (22 damage), under 50% HP
    • Ultimate Heavy Slam, every 18s: Leaps onto you, a circle marking where it lands, every 18s (28 damage); Ring of 18 projectiles every 18s (20 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Charges down a marked lane, every 8.5s (26 damage)
    • At range: Ring of 18 projectiles every 4s (20 damage)
    • At range: 4 marked strikes on the ground near you every 3.8s (24 damage)
    • Up close: Area slam around itself every 4.6s (26 damage)
    • Up close: Ring of 12 projectiles every 4.2s (20 damage), on Nightmare only
    • Ultimate Metal Burst, every 18s: Area slam around itself every 18s (24 damage); 3 parallel lances across the screen, the gaps between them safe, every 18s (22 damage); 3 parallel lances across the screen, the gaps between them safe, every 18s (22 damage); Ring of 18 projectiles every 18s (20 damage)
15:00 (3.3%)Mew9,000
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • At range: Ring of 8 projectiles every 2.4s (22 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage)
    • Up close: Area slam around itself every 3.5s (22 damage)
    • Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
    • Up close: Ring of 10 projectiles every 4s (20 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Teleports and lands on a marked circle, every 8s (22 damage)
    • At range: Ring of 8 projectiles every 2.8s (22 damage)
    • Up close: Area slam around itself every 3.5s (22 damage)
    • Volley of 5 projectiles aimed at you, with aim lines before it fires, every 3.6s (20 damage), under 50% HP
    • Ultimate Psychic, every 18s: 3 parallel lances across the screen, the gaps between them safe, every 18s (20 damage); 3 parallel lances across the screen, the gaps between them safe, every 18s (20 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Teleports and lands on a marked circle, every 8.5s (22 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage)
    • At range: Ring of 8 projectiles every 2.6s (22 damage)
    • Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
    • Up close: Ring of 10 projectiles every 4s (20 damage), on Nightmare only
    • Ultimate Ancient Power, every 18s: Ring of 16 projectiles closing on you, with one way out, every 18s (18 damage); Ring of 16 projectiles closing on you, with one way out, every 18s (18 damage); 4 marked strikes on the ground near you every 18s (18 damage)
15:00 (3.3%)Celebi9,000
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • At range: Ring of 10 projectiles every 2.6s (22 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage)
    • Up close: Area slam around itself every 3.5s (22 damage)
    • Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
    • Up close: Leaves a harmful trail for 2.4s (14 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Teleports and lands on a marked circle, every 9s (20 damage)
    • Leaves a harmful trail for 2.4s (12 damage)
    • At range: Ring of 10 projectiles every 2.8s (22 damage)
    • Up close: Area slam around itself every 3.5s (22 damage)
    • Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
    • Volley of 5 projectiles aimed at you, with aim lines before it fires, every 3.6s (20 damage), under 50% HP
    • Ultimate Future Sight, every 18s: 5 marked strikes along your path, from where you stand to where you're heading, every 18s (20 damage); 5 marked strikes along your path, from where you stand to where you're heading, every 18s (20 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Teleports and lands on a marked circle, every 9.5s (20 damage)
    • At range: Ring of 10 projectiles every 2.6s (22 damage)
    • At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage)
    • Up close: Area slam around itself every 3.5s (22 damage)
    • Up close: Leaves a harmful trail for 2.4s (14 damage), on Nightmare only
    • Ultimate Magical Leaf, every 18s: Volley of 5 projectiles aimed at you, with aim lines before it fires, every 18s (18 damage); Volley of 5 projectiles aimed at you, with aim lines before it fires, every 18s (18 damage); Ring of 18 projectiles closing on you, with one way out, every 18s (18 damage)
15:00 (3.3%)Jirachi9,000
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • At range: 1 marked strike on the ground near you every 3.4s (30 damage)
    • At range: Ring of 8 projectiles every 3s (20 damage)
    • Up close: Area slam around itself every 3.5s (22 damage)
    • Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
    • At range: Volley of 4 projectiles aimed at you, with aim lines before it fires, every 4.2s (20 damage), on Nightmare only
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Teleports and lands on a marked circle, every 8.5s (22 damage)
    • At range: Ring of 8 projectiles every 3.2s (20 damage)
    • Up close: Area slam around itself every 3.5s (22 damage)
    • At range: 4 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage), under 50% HP
    • Ultimate Doom Desire, every 18s: 1 marked strike on the ground near you every 18s (30 damage); 4 marked strikes along your path, from where you stand to where you're heading, every 18s (20 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.4s (22 damage)
    • Teleports and lands on a marked circle, every 9s (22 damage)
    • At range: 1 marked strike on the ground near you every 3.4s (30 damage)
    • At range: Ring of 8 projectiles every 3s (20 damage)
    • Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
    • At range: Volley of 4 projectiles aimed at you, with aim lines before it fires, every 4.2s (20 damage), on Nightmare only
    • Ultimate Wish, every 18s: 12 marked strikes on the ground near you every 18s (22 damage); 12 marked strikes on the ground near you every 18s (22 damage); 12 marked strikes on the ground near you every 18s (22 damage)
15:00Mewtwo22,000
  • Phase 1
    • 1 marked strike on the ground near you every 2.4s (28 damage)
    • Ring of 16 projectiles every 3s (26 damage)
    • At range: 5 marked strikes along your path, from where you stand to where you're heading, every 4.5s (30 damage)
    • Up close: Area slam around itself every 4.5s (30 damage)
    • Leaps onto you, a circle marking where it lands, every 6s (28 damage), if you keep away
  • Phase 2 (under 70% HP)
    • 1 marked strike on the ground near you every 2.4s (28 damage)
    • Teleports and lands on a marked circle, every 8s (28 damage)
    • Ring of 16 projectiles every 3.4s (26 damage)
    • At range: 5 marked strikes along your path, from where you stand to where you're heading, every 4.5s (30 damage)
    • Up close: Area slam around itself every 4.5s (30 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 4s (26 damage), under 50% HP
    • Ultimate Telekinesis, every 18s: Ring of 22 projectiles closing on you, with one way out, every 18s (26 damage); Volley of 5 projectiles aimed at you, with aim lines before it fires, every 18s (26 damage)
  • Phase 3 (under 40% HP)
    • 1 marked strike on the ground near you every 2.4s (28 damage)
    • Teleports and lands on a marked circle, every 7.5s (28 damage)
    • Ring of 16 projectiles every 3.2s (26 damage)
    • At range: 5 marked strikes along your path, from where you stand to where you're heading, every 4.5s (30 damage)
    • Leaps onto you, a circle marking where it lands, every 6s (28 damage), if you keep away
    • Leaps onto you, a circle marking where it lands, every 3.8s (28 damage), on Hard and Nightmare
    • Volley of 5 projectiles aimed at you, with aim lines before it fires, every 2.6s (26 damage), on Hard and Nightmare
    • Ring of 12 projectiles every 4.5s (24 damage), on Nightmare only
    • Ultimate Psystrike, every 18s: 5 parallel lances across the screen, the gaps between them safe, every 18s (26 damage); 5 parallel lances across the screen, the gaps between them safe, every 18s (26 damage); A blast over everything (34 damage), except in the marked shelters

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.

PokémonBehaviorWhat it does
DrifloonKamikazeWalks 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.
BronzorShieldEvery 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.
VikavoltBeamStops, 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.
LokixLeaperLeaps 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.
VoltorbKamikazeWalks 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.
ElectrodeKamikazeWalks 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.
MagnemiteBeamStops, 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.
ChanseyHealerEvery 4s, a green pulse heals 25% of the max HP of wounded allies nearby. Take it down first, or the horde keeps topping up.
HitmonleeLeaperLeaps 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.
BronzongShieldEvery 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.
NidoqueenSummonerEvery 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.

LegendaryDomainTypesBase HPAttacks
LugiaWhirl IslandsPsychicFlying3,400
  • Phase 1
    • 1 marked strike on the ground near you every 2.6s (14 damage)
    • Fan of 3 gusts that shove you, every 5.5s (12 damage)
    • A beam out of itself, its line blinking first, every 9.8s (14 damage)
    • Ring of 12 projectiles every 5.5s (12 damage)
    • 3 marked strikes along your path, from where you stand to where you're heading, every 6.4s (12 damage)
    • Calls helpers every 12s
    • Ultimate Aeroblast, every 22s: A beam out of itself, its line blinking first, every 22s (26 damage)
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.6s (18 damage)
    • 2 whirlpools pull you toward the eye, every 8s (12 damage in the eye)
    • Fan of 4 gusts that shove you, every 5.1s (12 damage)
    • Charges down a marked lane, 2 in a row, every 10.3s (18 damage)
    • Ring of 14 projectiles every 6s (14 damage)
    • Ultimate Hurricane, every 21s: A whirlpool pulls you toward the eye, every 21s (26 damage in the eye); Ring of 14 projectiles every 21s (14 damage); Ring of 14 projectiles every 21s (14 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.6s (14 damage)
    • Area slam around itself every 0.42s (16 damage)
    • Fan of 5 gusts that shove you, every 4.4s (12 damage)
    • A whirlpool pulls you toward the eye, every 10.3s (12 damage in the eye)
    • Ring of 16 projectiles every 6.4s (12 damage)
    • Ultimate Sky Attack, every 20s: Teleports and lands on a marked circle, every 20s (28 damage); Teleports and lands on a marked circle, every 20s (28 damage); Teleports and lands on a marked circle, every 20s (28 damage); Ring of 20 projectiles every 20s (15 damage)
Ho-OhBell TowerFireFlying3,400
  • Phase 1
    • 1 marked strike on the ground near you every 2.6s (14 damage)
    • 4 marked strikes along your path, from where you stand to where you're heading, every 4.8s (13 damage)
    • Ring of 12 projectiles every 5.5s (12 damage)
    • Volley of 5 projectiles aimed at you, with aim lines before it fires, every 6.4s (11 damage)
    • Calls helpers every 12s
    • Ultimate Sacred Fire, every 22s: A blast over everything (28 damage), except right next to it
  • Phase 2 (under 55% HP)
    • 1 marked strike on the ground near you every 2.6s (14 damage)
    • Leaves a harmful trail for 3.2s (10 damage)
    • Charges down a marked lane, every 9.8s (13 damage)
    • 3 marked strikes along your path, from where you stand to where you're heading, every 5.8s (13 damage)
    • Volley of 6 projectiles aimed at you, with aim lines before it fires, every 6.9s (11 damage)
    • Ultimate Brave Bird, every 20s: Charges down a marked lane, 2 in a row, every 20s (16 damage); Ring of 16 projectiles every 20s (12 damage)
  • Phase 3 (rises from its ashes with 40% HP)
    • 1 marked strike on the ground near you every 2.6s (14 damage)
    • 4 marked strikes along your path, from where you stand to where you're heading, every 4.4s (13 damage)
    • Ring of 16 projectiles every 4.8s (12 damage)
    • Leaves a harmful trail for 2.6s (10 damage)
    • Volley of 7 projectiles aimed at you, with aim lines before it fires, every 6s (12 damage)
    • Ultimate Burn Up, every 19s: A blast over everything (30 damage), except far from it; Ring of 24 projectiles every 19s (13 damage)
KyogreSeafloor CavernWater3,800
  • Phase 1
    • 1 marked strike on the ground near you every 2.6s (11 damage)
    • Ring of 12 projectiles every 4.4s (14 damage)
    • A beam out of itself, its line blinking first, every 5.6s (16 damage)
    • 3 marked strikes along your path, from where you stand to where you're heading, every 5s (13 damage)
    • Calls helpers every 12s
    • Ultimate Water Spout, every 26s: A blast over everything (28 damage), except behind a rock
  • Phase 2 (under 68% HP)
    • 1 marked strike on the ground near you every 2.6s (11 damage)
    • Vanishes while its shadow chases you; it stops and it lands there, every 7.5s (22 damage)
    • Volley of 5 projectiles aimed at you, with aim lines before it fires, every 4.8s (14 damage)
    • 2 beams out of itself, its line blinking first, every 6.4s (18 damage)
    • Calls helpers every 13s
    • Ultimate Surf, every 20s: A blast over everything (30 damage), except on the islands
  • Phase 3 (under 34% HP)
    • 1 marked strike on the ground near you every 2.6s (11 damage)
    • 4 parallel lances across the screen, the gaps between them safe, every 5.2s (23 damage)
    • Ring of 16 projectiles every 4.2s (14 damage)
    • Vanishes while its shadow chases you; it stops and it lands there, every 9s (22 damage)
    • A beam out of itself, its line blinking first, every 10s (16 damage)
    • Ultimate Origin Pulse, every 18s: 5 parallel lances across the screen, the gaps between them safe, every 18s (23 damage); 5 parallel lances across the screen, the gaps between them safe, every 18s (23 damage); 5 parallel lances across the screen, the gaps between them safe, every 18s (23 damage); Ring of 24 projectiles every 18s (15 damage)
GroudonMagma CavernGround4,200
  • Phase 1
    • 3 beams out of itself, its line blinking first, every 5.4s (13 damage)
    • 1 marked strike on the ground near you every 2.2s (14 damage)
    • Area slam around itself every 5.8s (16 damage)
    • Leaves a harmful trail for 2.4s (7 damage)
    • Ring of 10 projectiles every 6s (9 damage)
    • Calls helpers every 14s
    • Ultimate Eruption, every 24s: A blast over everything (22 damage), except right next to it; 3 marked strikes along your path, from where you stand to where you're heading, every 24s (12 damage); Area slam around itself every 24s (12 damage)
  • Phase 2 (under 68% HP)
    • 5 beams out of itself, its line blinking first, every 5.2s (14 damage)
    • 1 marked strike on the ground near you every 2.2s (14 damage)
    • Volley of 5 projectiles aimed at you, with aim lines before it fires, every 4.6s (10 damage)
    • Leaps onto you, a circle marking where it lands, every 9s (18 damage)
    • Ring of 12 projectiles every 6.5s (9 damage)
    • Calls helpers every 14s
    • Ultimate Scorching Sands, every 22s: A blast over everything (26 damage), except far from it; Ring of 14 projectiles every 22s (9 damage)
  • Phase 3 (under 34% HP)
    • 6 beams out of itself, its line blinking first, every 6s (15 damage)
    • 1 marked strike on the ground near you every 2.2s (14 damage)
    • Area slam around itself every 6.5s (18 damage)
    • Leaves a harmful trail for 2.4s (8 damage)
    • 4 marked strikes along your path, from where you stand to where you're heading, every 5s (12 damage)
    • Leaps onto you, a circle marking where it lands, every 10s (20 damage)
    • Ultimate Precipice Blades, every 20s: 8 beams out of itself, its line blinking first, every 20s (20 damage); 8 beams out of itself, its line blinking first, every 20s (20 damage); 8 beams out of itself, its line blinking first, every 20s (20 damage); Area slam around itself every 20s (22 damage)
RayquazaSky PillarDragonFlying3,000
  • Phase 1
    • Ring of 10 projectiles every 4.6s (9 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 4.2s (13 damage)
    • 2 beams out of itself, its line blinking first, every 6.2s (14 damage)
    • 1 marked strike on the ground near you every 2.6s (14 damage)
    • Swoops down a marked lane, every 9.5s (13 damage)
    • Calls helpers every 13s
    • Ultimate Hyper Beam, every 22s: A beam out of itself, its line blinking first, every 22s (20 damage)
  • Phase 2 (under 68% HP)
    • Swoops down a marked lane, 2 times, every 8.5s (13 damage)
    • 4 marked strikes along your path, from where you stand to where you're heading, every 5.2s (15 damage)
    • Ring of 12 projectiles every 5s (9 damage)
    • 3 beams out of itself, its line blinking first, every 6.5s (14 damage)
    • 1 marked strike on the ground near you every 2.6s (14 damage)
    • Calls helpers every 16s
    • Ultimate Draco Meteor, every 21s: Area slam around itself every 21s (18 damage); Area slam around itself every 21s (18 damage); 3 marked strikes along your path, from where you stand to where you're heading, every 21s (18 damage); Area slam around itself every 21s (18 damage)
  • Phase 3 (under 34% HP)
    • Swoops down a marked lane, 2 times, every 7.5s (20 damage)
    • Vanishes while its shadow chases you; it stops and it lands there, every 10s (22 damage)
    • A beam out of itself, its line blinking first, every 13s (18 damage)
    • Ring of 16 projectiles every 4.6s (12 damage)
    • 1 marked strike on the ground near you every 2.6s (14 damage)
    • 4 marked strikes along your path, from where you stand to where you're heading, every 5.5s (15 damage)
    • Ultimate Dragon Ascent, every 20s: Vanishes while its shadow chases you; it stops and it lands there, every 20s (26 damage); Vanishes while its shadow chases you; it stops and it lands there, every 20s (26 damage); Swoops down a marked lane, 2 times, every 20s (22 damage); Ring of 20 projectiles every 20s (13 damage)
DialgaSpear PillarSteelDragon3,600
  • Phase 1
    • 1 marked strike on the ground near you every 2.6s (15 damage)
    • A beam out of itself, its line blinking first, every 6.2s (18 damage)
    • 3 marked strikes on the ground near you every 6.9s (18 damage)
    • Ring of 14 projectiles every 5.8s (14 damage)
    • Calls helpers every 13s
    • Ultimate Flash Cannon, every 22s: 5 beams out of itself, its line blinking first, every 22s (22 damage); 4 beams out of itself, its line blinking first, every 22s (22 damage); 5 beams out of itself, its line blinking first, every 22s (22 damage)
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.6s (15 damage)
    • Teleports and lands on a marked circle, every 9.2s (20 damage)
    • 5 marked strikes on the ground near you every 5.3s (18 damage)
    • A beam out of itself, its line blinking first, every 8s (18 damage)
    • Ring of 16 projectiles every 6.2s (14 damage)
    • Ultimate Roar of Time, every 21s: Stops time: your attacks freeze in mid-air for 3.6s, every 21s; 6 marked strikes on the ground near you every 21s (18 damage); A blast over everything (28 damage), except behind a rock
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.6s (15 damage)
    • 5 marked strikes on the ground near you every 5.3s (18 damage)
    • 2 beams out of itself, its line blinking first, every 6.9s (18 damage)
    • Ring of 18 projectiles every 5.8s (14 damage)
    • Teleports and lands on a marked circle, every 10.3s (22 damage)
    • Ultimate Roar of Time, every 19s: Stops time: your attacks freeze in mid-air for 4s, every 19s; 7 marked strikes on the ground near you every 19s (18 damage); A blast over everything (30 damage), except far from it; Ring of 24 projectiles every 19s (15 damage)
LatiasSouthern IslandDragonPsychic3,200
  • Phase 1
    • 1 marked strike on the ground near you every 2.6s (16 damage)
    • Leaves a harmful trail for 2.4s (12 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5.4s (14 damage)
    • 3 marked strikes along your path, from where you stand to where you're heading, every 5.2s (15 damage)
    • Calls helpers every 13s
    • Ultimate Mist Ball + Luster Purge, every 21s: 5 beams out of itself, its line blinking first, every 21s (24 damage); 5 beams out of itself, its line blinking first, every 21s (24 damage)
  • Phase 2 (under 66% HP)
    • 1 marked strike on the ground near you every 2.6s (16 damage)
    • 2 copies streak down a marked lane through where you stand, one after another, every 6.6s (15 damage)
    • Area slam around itself every 3.8s (22 damage)
    • Volley of 4 projectiles aimed at you, with aim lines before it fires, every 5.2s (14 damage), on Hard and Nightmare
    • Leaves a harmful trail for 2.2s (12 damage)
    • Ultimate Double Team, every 20s: 6 copies streak down a marked lane through where you stand, one after another, every 20s (21 damage); 6 copies streak down a marked lane through where you stand, one after another, every 20s (21 damage)
  • Phase 3 (under 33% HP)
    • 1 marked strike on the ground near you every 2.6s (16 damage)
    • 2 copies streak down a marked lane through where you stand, one after another, every 6s (15 damage)
    • Area slam around itself every 3.8s (22 damage)
    • Ring of 12 projectiles every 5s (12 damage), on Hard and Nightmare
    • Volley of 5 projectiles aimed at you, with aim lines before it fires, every 5.6s (14 damage)
    • Leaves a harmful trail for 2.2s (12 damage)
    • Ultimate Draco Meteor, every 19s: A blast over everything (30 damage), except right next to it; 5 beams out of itself, its line blinking first, every 19s (24 damage)
LatiosSouthern IslandDragonPsychic3,200
  • Phase 1
    • Area slam around itself every 3.4s (22 damage)
    • A beam out of itself, its line blinking first, every 5.8s (18 damage)
    • Ring of 10 projectiles every 5.6s (12 damage)
    • 2 marked strikes on the ground near you every 7s (13 damage), on Hard and Nightmare
  • Phase 2 (under 66% HP)
    • Area slam around itself every 3.4s (22 damage)
    • 2 beams out of itself, its line blinking first, every 6.4s (18 damage)
    • 2 copies streak down a marked lane through where you stand, one after another, every 7.6s (15 damage)
    • Ring of 12 projectiles every 5.6s (12 damage)
    • Ultimate Luster Purge, every 18s: 5 beams out of itself, its line blinking first, every 18s (24 damage); 5 beams out of itself, its line blinking first, every 18s (24 damage)
  • Phase 3 (under 33% HP)
    • Area slam around itself every 3.4s (22 damage)
    • A beam out of itself, its line blinking first, every 8s (14 damage)
    • 4 marked strikes along your path, from where you stand to where you're heading, every 5.2s (13 damage)
    • 2 copies streak down a marked lane through where you stand, one after another, every 7s (15 damage)
    • Ultimate Draco Meteor, every 18s: A blast over everything (30 damage), except far from it; 5 beams out of itself, its line blinking first, every 18s (24 damage)
DeoxysThe Drifting MeteoroidPsychic2,800
  • Phase 1
    • 1 marked strike on the ground near you every 2.6s (16 damage)
    • Ring of 12 projectiles every 4.6s (12 damage)
    • A beam out of itself, its line blinking first, every 6.2s (12 damage), on Hard and Nightmare
    • 3 marked strikes along your path, from where you stand to where you're heading, every 5s (13 damage)
    • Calls helpers every 12s
    • Ultimate Hyper Beam, every 22s: A beam out of itself, its line blinking first, every 22s (24 damage); A beam out of itself, its line blinking first, every 22s (24 damage)
  • Phase 2 (under 72% HP)
    • 1 marked strike on the ground near you every 2.6s (16 damage)
    • Volley of 5 projectiles aimed at you, with aim lines before it fires, every 2.9s (12 damage)
    • 3 beams out of itself, its line blinking first, every 5s (15 damage)
    • 4 marked strikes along your path, from where you stand to where you're heading, every 4.2s (14 damage), on Hard and Nightmare
    • Teleports and lands on a marked circle, every 9s (16 damage)
    • Ultimate Psycho Boost, every 16s: 5 beams out of itself, its line blinking first, every 16s (20 damage); 5 beams out of itself, its line blinking first, every 16s (20 damage); 5 beams out of itself, its line blinking first, every 16s (20 damage); Ring of 24 projectiles every 16s (13 damage)
  • Phase 3 (under 50% HP)
    • 1 marked strike on the ground near you every 2.6s (16 damage)
    • Raises a barrier linked to Solrock and Lunatone: while one stands, it takes no damage (back 10s after the last one falls)
    • Ring of 22 projectiles every 3.8s (12 damage)
    • 4 marked strikes along your path, from where you stand to where you're heading, every 4.6s (13 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 6s (14 damage), on Hard and Nightmare
    • Ultimate Cosmic Power, every 20s: A blast over everything (30 damage), except right next to it
  • Phase 4 (under 30% HP)
    • 1 marked strike on the ground near you every 2.6s (16 damage)
    • Charges down a marked lane, 2 in a row, every 4.6s (17 damage)
    • Teleports and lands on a marked circle, every 5.6s (17 damage)
    • Ring of 14 projectiles every 4.2s (12 damage)
    • Volley of 3 projectiles aimed at you, with aim lines before it fires, every 3.6s (12 damage), on Hard and Nightmare
    • Ultimate Extreme Speed, every 17s: Charges down a marked lane, 5 in a row, every 17s (19 damage)
ArceusEndless modeNormal300,000
  • Phase 1
    • 7 marked strikes on the ground near you every 3s (45 damage)
    • Ring of 24 projectiles every 4.5s (40 damage)
  • Phase 2 (under 60% HP)
    • 7 marked strikes on the ground near you every 3.2s (45 damage)
    • Ring of 24 projectiles every 5s (40 damage)
    • Teleports and lands on a marked circle, every 12s (40 damage)
    • Ultimate Hyper Beam, every 18s: A beam out of itself, its line blinking first, every 18s (32 damage)
  • Phase 3 (under 30% HP)
    • 7 marked strikes on the ground near you every 3s (45 damage)
    • Ring of 24 projectiles every 4.5s (40 damage)
    • Teleports and lands on a marked circle, every 12s (40 damage)
    • 3 parallel lances across the screen, the gaps between them safe, every 8s (36 damage)
    • Ultimate Judgment, every 18s: A blast over everything (60 damage), except in the marked shelters; 9 marked strikes on the ground near you every 18s (45 damage)

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.

LegendaryWhere to beat itWinsInnateLegendary move
ArticunoLegendary trio3Snow CloakSnowscape
ZapdosLegendary trio3StaticElectric Terrain
MoltresLegendary trio3Flame BodyOverheat
RaikouLegendary trio3Inner FocusThunderclap
EnteiLegendary trio3PressureBurning Bulwark
SuicuneLegendary trio3Inner FocusAqua Ring
RegirockLegendary trio3Clear BodyRock Wrecker
RegiceLegendary trio3Clear BodyGlaciate
RegisteelLegendary trio3Clear BodyMetal Burst
MewBeside Mewtwo (1 in 10)1SynchronizeAncient Power
CelebiBeside Mewtwo (1 in 10)1Natural CureMagical Leaf
JirachiBeside Mewtwo (1 in 10)1Serene GraceWish
MewtwoFinal boss5PressureTelekinesis
LugiaLegendary rift3MultiscaleWhirlwind
Ho-OhLegendary rift3RegeneratorSacred Fire
KyogreLegendary rift3DrizzleOrigin Pulse
GroudonLegendary rift3DroughtScorching Sands
RayquazaLegendary rift3Air LockDragon Ascent
DialgaLegendary rift3PressureRoar of Time
LatiasLegendary rift3LevitateMist Ball
LatiosLegendary rift3LevitateLuster Purge
DeoxysLegendary rift3PressurePsycho Boost
ArceusEndless mode, last of all1MultitypeJudgment
DarkraiHalloween Night 2026 (event)2Bad DreamsDark 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.

LevelEnemy HPDamage you takeSpawn rateEnemy speedScaling per minuteHealing
Normal1.2x1.05x1.2x1.08x1x1x
Hard1.82x1.67x1.56x1.21x1.12x1x
Nightmare2.61x2.5x1.95x1.34x1.25x0.5x

Online co-op

In the lobby, Co-op opens team play: up to 4 trainers in the same run, each with their own Pokémon. Create a room and bring your friends with the link (opening it goes straight into the room), the 5-character code or your Friends list, which shows who's online, in a room or playing, and sends the invite right away. Everyone picks their Pokémon and gets ready, and the host picks the difficulty and starts. Co-op uses your account: the team sees your @name, and the ₽ you earn is saved to it.

EXP belongs to the team: every Exp. Candy reaches everyone, so the whole team levels up together and picks at the same time (past 15s, the game picks for you). One player's evolution, Ability, TM or Poké Ball doesn't stop the others' run, and bosses and rifts drop each player their own TM, Poké Ball, Alpha prize and Mega Stone.

Whoever faints turns into a Poké Ball on the ground: a teammate standing next to it for 3s revives them with 40% HP. The run ends when nobody can carry on; after Mewtwo, the team has 20s to vote on going into endless mode. If your connection drops, the game reconnects and you pick up where you left off. At the end, the team's ₽ is split among the players who started the run.

For now co-op plays the standard mode: places (the cave, the graveyard and the sky) don't open, landmarks are scenery only, rift legendaries fight in the old arena instead of their domain, and Legend Mode, the Bag, the shop's TMs, evolution items and Bottle Caps, the daily Outbreak, Halloween Night, the Daily Challenge and the ranking stay out.

The horde grows with the team

WhatPer extra player
Horde spawn rate+50%
Horde size cap+40%
Enemy HP+25%
Boss, Alpha and legendary HP+75%
Poké Dollars collected+40%

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.

PlaceTimeWho lives there
Dark Cave100s
Haunted Graveyard90s
Above the Clouds50s

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.

BossAttacks
Spiritomb
  • Ring of 10 projectiles every 3.4s (16 damage)
  • 3 marked strikes on the ground near you every 4s (18 damage)
  • Area slam around itself every 6s (20 damage)

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.

WingEffect
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.

LandmarkWhat's thereTreasure
Abandoned CottageA 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 TunnelA long ridge with a mine mouth at each end, rails and an ore cart.Shortcut: in one mouth, out the other
Hedge MazeTall 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 RuinsStanding 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 CampA 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.

MegaMega StoneAbilityMega special
Mega VenusaurVenusauriteThick 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.
Mega Charizard XCharizardite XTough 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.
Mega Charizard YCharizardite YDrought
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.
Mega BlastoiseBlastoisiniteMega 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.
Mega PidgeotPidgeotiteNo 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.
Mega Raichu XRaichunite XElectric 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.
Mega Raichu YRaichunite YNo 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.
Mega AlakazamAlakaziteTrace
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.
Mega GengarGengariteShadow 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.
Mega GyaradosGyaradositeMold 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.
Mega DragoniteDragoniniteMultiscale
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.
Mega Mewtwo YMewtwonite YInsomnia
moves +40%, cooldowns −15% and area +15%. The special becomes Psystrike.
Psychic Psystrike
Three huge psychic waves around you that push and slow.
Mega MeganiumMeganiumiteMega 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.
Mega FeraligatrFeraligiteDragonize
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.
Mega AmpharosAmpharositeMold 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.
Mega ScizorScizoriteTechnician
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.
Mega HoundoomHoundoominiteSolar 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.
Mega TyranitarTyranitariteSand 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.
Mega SceptileSceptiliteLightning 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.
Mega BlazikenBlazikeniteSpeed 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.
Mega SwampertSwampertiteSwift 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.
Mega GardevoirGardevoiritePixilate
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.
Mega GalladeGalladiteInner 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.
Mega AggronAggroniteFilter
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.
Mega ManectricManectiteIntimidate
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.
Mega AltariaAltarianitePixilate
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.
Mega BanetteBanettitePrankster
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.
Mega GlalieGlalititeRefrigerate
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.
Mega SalamenceSalamenciteAerilate
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.
Mega MetagrossMetagrossiteTough Claws
moves +30%, armor +2 and speed +6. The special becomes Meteor Mash.
Steel Meteor Mash
A heavy rain of steel meteors around you.
Mega LatiasLatiasiteLevitate
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.
Mega LatiosLatiositeLevitate
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.
Mega StaraptorStaraptiteContrary
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.
Mega GarchompGarchompiteSand 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.
Mega Garchomp ZGarchompite ZLevitate
speed +14, cooldowns −15% and moves +15%. The special becomes Scale Shot.
Dragon Scale Shot
A ring of 24 scales fired every way.
Mega LucarioLucarioniteAdaptability
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.
Mega Lucario ZLucarionite ZAura 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.
Mega EmboarEmboariteMold Breaker
moves +35% and HP +40. The special becomes Heat Crash.
Fire Heat Crash
Eight flaming impacts strike the nearest foes and may burn.
Mega ChesnaughtChesnaughtiteBulletproof
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.
Mega DelphoxDelphoxiteLevitate
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.
Mega GreninjaGreninjiteProtean
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.

★ See every shiny in the Pokédex

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. Guarantee: after 5 eggs of a kind with no new Pokémon, the next one is sure to bring one (the incubator shows the count).

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 byChanceRarity
Onix, Snorlax and the legendary trio15%Common Egg 70% · Rare Egg 25% · Ultra Rare Egg 5%
Locked chest10%Common Egg 85% · Rare Egg 15%
A rift legendary40%Rare Egg 65% · Ultra Rare Egg 35%
The cave's chest and Spiritomb, in the graveyard25%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 mode100%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%
EggStepsDuplicate or no roomMay hatch
Common Egg2,000₽300PichuMachopEeveeTogepiSphealStarlyBudewRockruffGrubbinPidgeyZubatPoliwagGeodudeRoggenrolaMareepShinxAzurillShroomishSwinubSnorunt
Rare Egg4,000₽600GastlyAbraRaltsRioluZoruaLarvestaNoibatHonedgeToxelTinkatinkCharcadetGrowlitheVulpixCuboneScytherMagikarpHorseaKabutoHoundourTeddiursaAronTrapinchSwabluElectrikeShuppet
Ultra Rare Egg8,000₽1,200DratiniLarvitarBeldumGibleDreepyBagonSlakothFeebasDeino
Friendship Egg2,000₽600Munchlax
Haunted Egg3,000₽1,500LitwickPhantumpDrifloonSandygast
Kecleon Egg4,000₽2,500PorygonExeggcuteScraggySmeargle
Shiny Kecleon Egg4,000₽2,500PorygonExeggcuteScraggySmeargle

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.

SourceHits to break
Item Ball1
Berry Tree3
Tall grass1

Regular enemies also drop an Oran Berry (1.2% chance) or an item (0.4%).

ItemEffectWhere
PotionRestores 30 HP.Item Ball, Berry Tree, Tall grass, Enemies
Super PotionRestores 60 HP.Item Ball, Berry Tree, Enemies
Rare CandyLevels you up on the spot.Item Ball, Berry Tree, Enemies
Exp. SharePulls every Exp. Candy on the map to you.Item Ball, Tall grass, Enemies
Poké FlutePuts the wild Pokémon on screen to sleep.Item Ball, Tall grass, Enemies
Max RepelInvulnerable for a few seconds, pushing enemies away.Item Ball, Tall grass
VoltorbVoltorb uses Explosion: faints every regular enemy on screen and takes 10% of a boss's HP.Item Ball, Tall grass, Enemies
X Attack50% more damage for 20s.Item Ball, Enemies
X SpeedMore speed and faster cooldowns for 20s.Item Ball, Tall grass, Enemies
ReviveKept for later. When you faint, you get back up with 50% HP.Item Ball, Enemies
Oran BerryRestores 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.

EventHow it worksReward
AltarStep 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.
FountainStand 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 chestStay 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.
SpikesThe 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.
BombAnyone 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 MeowthRuns 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 TutorPitches 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 missionsFrom 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.

UpgradeEffectPrice 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
ZincMoves 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 CharmWild 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.

AchievementMedalHow to earn itTitle
First stepsBronzePlay a run—
RegularSilverPlay 25 runs—
VeteranGoldPlay 100 runsVeteran
A thousand downBronzeDefeat 1,000 Pokémon in total—
Horde breakerSilverDefeat 10,000 Pokémon in total—
UnstoppableGoldDefeat 100,000 Pokémon in totalUnstoppable
SurvivorBronzeSurvive 5 min in one run—
Hard to killBronzeSurvive 10 min in one run—
Final formBronzeReach your starter's final evolution—
SeasonedBronzeReach Lv 30 in one run—
Battle masterSilverReach Lv 50 in one run—
Evolved moveBronzeEvolve a move with its item—
ArsenalSilverEvolve 50 moves—
Boss hunterBronzeDefeat 10 bosses—
Bane of bossesSilverDefeat 100 bosses—
Treasure hunterBronzeOpen 10 chests—
Pay DayBronzeMake Meowth drop its coins 5 times—
DevoutBronzeUse 25 altars—
SavingsBronzeCollect ₽10,000 in total—
FortuneSilverCollect ₽100,000 in total—
TycoonGoldCollect ₽1,000,000 in totalTycoon
TouristBronzePlay 9 different starters—
Complete trainerSilverPlay 27 different startersComplete Trainer
HelpfulBronzeComplete 10 missions—
TirelessGoldComplete 100 missionsTireless
It sparkles!BronzeDefeat a shiny Pokémon—
Trained eyeSilverDefeat 10 shiny Pokémon—
Shiny HunterGoldDefeat 50 shiny PokémonShiny Hunter
Shiny partnerSilverStart a run with a shiny starter (1 in 64)Lucky
ResearcherSilverSee 100 species in the Pokédex—
Pokémon ProfessorGoldCatch every form of the 27 starters (take each to its final evolution)Pokémon Professor
Oh? The Egg hatched!BronzeHatch an egg—
Shiny clutchGoldHatch a shiny Pokémon (1 in 100)Shiny Breeder
Rift breakerBronzeWin a legendary rift—
Rift walkerSilverWin 25 legendary rifts—
Off the beaten pathBronzeClear a place: the cave’s treasure, Spiritomb or a flight with wings—
AdventurerSilverClear 25 places—
SnoopBronzeOpen a treasure hidden on the map: in the abandoned cottage, the maze, the ruins or the camp—
Treasure HunterSilverOpen 50 treasures hidden on the map—
Mega BondBronzeMega Evolve once—
Mega MasterSilverMega Evolve 25 times—
First AlphaBronzeDefeat an Alpha Pokémon—
Alpha TrackerSilverDefeat 25 Alpha Pokémon—
Alpha HunterGoldDefeat 100 Alpha PokémonAlpha Hunter
Legend TamerGoldDefeat all 9 rift legendariesLegend Tamer
Shining legendGoldDefeat a shiny legendary—
ExplorerGoldClear all 3 places: the cave’s treasure, Spiritomb in the graveyard and a flight above the cloudsExplorer
ChampionSilverDefeat MewtwoChampion
DynastyGoldDefeat Mewtwo 10 times—
Starter trioSilverDefeat Mewtwo with a Grass, a Fire and a Water starter—
Kanto ChampionSilverDefeat Mewtwo with a starter from Kanto—
Johto ChampionSilverDefeat Mewtwo with a starter from Johto—
Hoenn ChampionSilverDefeat Mewtwo with a starter from Hoenn—
Sinnoh ChampionSilverDefeat Mewtwo with a starter from Sinnoh—
Unova ChampionSilverDefeat Mewtwo with a starter from Unova—
Kalos ChampionSilverDefeat Mewtwo with a starter from Kalos—
Alola ChampionSilverDefeat Mewtwo with a starter from Alola—
Galar ChampionSilverDefeat Mewtwo with a starter from Galar—
Paldea ChampionSilverDefeat Mewtwo with a starter from Paldea—
Master of RegionsGoldDefeat Mewtwo with starters from all 9 regionsMaster of Regions
Beyond MewtwoSilverSurvive 1 min in endless mode—
Under Arceus's gazeGoldSurvive 10 min in endless mode—
Living LegendGoldDefeat Arceus in endless modeLiving 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.

OptionWhat it does
MusicSoundtrack volume.
EffectsVolume of sound effects and cries.
SoundTurns all sound on or off (shortcut: M).
Damage numbersShows or hides damage numbers on screen.
Screen shakeTurns screen shake on explosions and big hits on or off.
LanguageSwitches between English, Portuguese and Spanish.

▶ Ready? Pick your partner and play.