How to play

Pokémon Survivors is a Vampire Survivors-style roguelite: you only move, and your Pokémon attacks on its own. This guide explains everything that happens in a run, with the game's numbers.

Controls

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
Open the Poké MartL on the partner select—Tap the wallet (₽) at the top of the partner select
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, which just casts you back out). 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 1.7x damage; at 15:00, 8.8x HP and 2.05x 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 Poké Mart.

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.

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.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

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 continuous stream of fire that pierces everything ahead.
Fire Spin (Lv 8)CharcoalFire Blast Fire
Huge ★-shaped flames orbit around you.
Water Gun (Lv 8)Mystic WaterHydro Pump Water
High-pressure water jets that pierce and hurl foes away.
Whirlpool (Lv 8)Mystic WaterSurf Water
Giant waves spread around you, pushing and slowing foes.
Razor Leaf (Lv 8)Miracle SeedLeaf Storm Grass
A storm of leaves in every direction that come back like boomerangs.
Vine Whip (Lv 8)Miracle SeedPower Whip Grass
Huge thorny vines lash out on both sides.
Swift (Lv 8)Silk ScarfTri Attack Normal
Triangles of fire, ice and lightning chase several targets.
Thunder (Lv 8)MagnetWildbolt Storm Electric
A lightning storm pounds the whole screen.
Sludge Bomb (Lv 8)Poison BarbGunk Shot Poison
Hurls mountains of toxic garbage that leave huge puddles.
Gust (Lv 8)Sharp BeakHurricane Flying
Tornadoes spin around you, sucking foes in 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 jumps across up to 9 foes, paralyzing many of them.
Toxic Spikes (Lv 8)Poison BarbBarb Barrage Poison
Scatters handfuls of poison barbs that burst into big toxic clouds.
Will-O-Wisp (Lv 8)CharcoalInferno Fire
Leaves a bonfire that shoots fire blasts for a long time. Often burns.
Ice Shard (Lv 8)Never-Melt IceBlizzard Ice
A blizzard drives a ring of ice into the ground around you that hurts and slows anyone trying to cross it.
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 bore through the whole horde, flinging foes away and poisoning them.
Dragon Breath (Lv 8)Dragon FangOutrage Dragon
Draconic rampage: breathes cones of fire in several directions at once, turning every time.

No evolution yet: Mach Punch, Flash Cannon, Spirit Shackle, Water Shuriken, Crunch, Pyro Ball, Psyshock, Earthquake, Drum Beating, Disarming Voice, Torch Song, Leaf Blade, Razor Shell, Hex.

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.
9sEeveeAzurillTeddiursaSwabluSlakothMunchlax
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.
11sBulbasaurChikoritaTurtwigSnivyChespinRowletGrookeyBudewShroomish
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.
9sGastlyShuppet
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.
9sZoruaHoundourDeino
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
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.
7sRiolu
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
BurnEmber, Fire Spin, Will-O-Wisp, Dragon Breath, Flamethrower, Fire Blast, Inferno, OutrageDamage over time. Burned enemies deal only 50% contact damage.
PoisonRazor Leaf, Vine Whip, Sludge Bomb, Toxic Spikes, Pin Missile, Gunk Shot, Barb Barrage, MegahornDamage over time that stacks up to 5x.
ParalysisThunder, Shock Wave, Wildbolt Storm, ThunderboltFreezes the enemy for a moment, then it stutters now and then. Lasts 35% as long on bosses.
SlowWhirlpool, Drum Beating, Ice Shard, Rock Tomb, Surf, BlizzardSlows down anything close. Lasts 50% as long on bosses.
SleepPoké Flute (map item)Enemies on screen fall asleep for 6s. Lasts 35% as long on bosses.

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.

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 on the ground near you every 4s (14 damage)
  • Up close: Area slam around itself every 4.5s (16 damage)
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)
7:00Articuno Kanto birds5,200
  • At range: Ring of 12 projectiles every 3.2s (18 damage)
  • Up close: Area slam around itself every 4s (20 damage)
7:00Raikou Johto beasts5,200
  • At range: 3 marked strikes on the ground near you 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)
7:00Regirock Hoenn Regis5,200
  • 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)
9:30Zapdos Kanto birds8,000
  • At range: 4 marked strikes on the ground near you every 2.6s (24 damage)
  • Up close: Area slam around itself every 3.6s (24 damage)
9:30Entei Johto beasts8,000
  • At range: 5 marked strikes on the ground near you 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)
9:30Regice Hoenn Regis8,000
  • At range: Ring of 14 projectiles every 3.4s (20 damage)
  • At range: 2 marked strikes on the ground near you 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)
12:00Moltres Kanto birds11,500
  • Leaves a harmful trail for 3.2s (14 damage)
  • At range: Ring of 8 projectiles every 4.5s (20 damage)
  • Up close: Area slam around itself every 4.2s (22 damage)
12:00Suicune Johto beasts11,500
  • At range: Ring of 16 projectiles every 3.6s (20 damage)
  • At range: 2 marked strikes on the ground near you 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)
12:00Registeel Hoenn Regis11,500
  • 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)
15:00 (3.3%)Mew9,000
  • At range: Ring of 8 projectiles every 2.4s (22 damage)
  • Up close: Area slam around itself every 3.5s (22 damage)
15:00 (3.3%)Celebi9,000
  • At range: Ring of 10 projectiles every 2.6s (22 damage)
  • At range: 3 marked strikes on the ground near you every 3.6s (20 damage)
  • Up close: Area slam around itself every 3.5s (22 damage)
15:00 (3.3%)Jirachi9,000
  • 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)
15:00Mewtwo22,000
  • Ring of 16 projectiles every 3s (26 damage)
  • At range: 5 marked strikes on the ground near you every 4.5s (30 damage)
  • Up close: Area slam around itself every 4.5s (30 damage)

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

From 3:30, roughly every 4 minutes, a legendary rift opens 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, it waits up to 45s for the boss to fall, so every run gets 3 rifts, even when bosses take a while.

Stepping in is optional: stand inside the rift for 1s. It takes you to the arena of a legendary from another generation, each with its own shape and terrain: islands in shallow water, pillars for cover, a pool whose tide rises, lava rivers with bridges, an edge that falls away, an island ringed by surf, a meteor in space. You have 60s to win; if time runs out the rift collapses and throws you back with no reward. Fainting in the arena doesn’t end the run either: the rift casts you back onto the map with 30% HP, no reward, and your Revive stays in the Bag.

The run clock keeps ticking inside, but the horde outside freezes and nothing new spawns. When you come back, enemies are stronger because time passed, and any events you missed arrive at once.

The reward is worth the risk: lots of EXP, two bags 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.

LegendaryTypesBase HPAttacks
LugiaPsychicFlying3,400
  • Ring of 14 projectiles every 3.2s (20 damage)
  • Area slam around itself every 6s (24 damage)
Ho-OhFireFlying3,400
  • Leaves a harmful trail for 3s (16 damage)
  • 5 marked strikes on the ground near you every 3.6s (22 damage)
KyogreWater3,800
  • Ring of 18 projectiles every 3.4s (20 damage)
  • 4 marked strikes on the ground near you every 4s (20 damage)
GroudonGround4,200
  • 6 marked strikes on the ground near you every 3.2s (22 damage)
  • Area slam around itself every 5.5s (26 damage)
  • Leaves a harmful trail for 2.4s (14 damage)
RayquazaDragonFlying3,000
  • Ring of 10 projectiles every 2.2s (20 damage)
  • 3 marked strikes on the ground near you every 3.4s (24 damage)
DialgaSteelDragon3,600
  • Area slam around itself every 6.5s (28 damage)
  • Ring of 20 projectiles every 3.6s (18 damage)
  • 2 marked strikes on the ground near you every 4.5s (22 damage)
LatiasDragonPsychic3,200
  • Ring of 12 projectiles every 3s (20 damage)
  • Leaves a harmful trail for 2.6s (14 damage)
  • 3 marked strikes on the ground near you every 3.8s (22 damage)
LatiosDragonPsychic3,200
  • 1 marked strike on the ground near you every 3s (26 damage)
  • Ring of 14 projectiles every 3.4s (20 damage)
  • Area slam around itself every 6s (24 damage)
DeoxysPsychic2,800
  • Ring of 20 projectiles every 3.2s (22 damage)
  • 6 marked strikes on the ground near you every 3.6s (22 damage)
  • Area slam around itself every 6s (26 damage)
ArceusNormal300,000
  • 7 marked strikes on the ground near you every 3s (45 damage)
  • Ring of 24 projectiles every 4.5s (40 damage)

Base HP is the first rift's, at 3:30. After that, the legendary's HP and contact damage grow with the clock: +50% 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 ₽90 in the bonus, and every defeated Arceus another ₽5,000.

Mega Evolution

33 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, 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 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 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 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 572 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, 55 playable Pokémon families hatch from eggs, from every type and generation: 82 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.

Once an egg is ready, it hatches when you leave the run or in the incubator (in the main menu and in the Eggs tab of the Pokémon select). Families you don't have yet come out 3x more often. The hatchling has a 1 in 100 chance to be shiny, and then it stays shiny in every run.

A duplicate, or an egg found with the incubator full, becomes Poké Dollars. A player who never had an egg is sure to get the first one.

The Friendship Egg never drops in runs: it comes as a Mystery Gift when you sign up through someone's invite, and when a friend you invited plays 3 verified runs. Only Munchlax hatches from it. At 3 friends you get the Ambassador title and an exclusive frame, and at 10, a shiny Munchlax.

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%
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%
EggStepsDuplicate or no roomMay hatch
Common Egg2,000₽300PichuMachopEeveeTogepiSphealStarlyBudewRockruffGrubbinPidgeyZubatPoliwagGeodudeRoggenrolaMareepShinxAzurillShroomishSwinubSnorunt
Rare Egg4,000₽600GastlyAbraRaltsRioluZoruaLarvestaNoibatHonedgeToxelTinkatinkCharcadetGrowlitheVulpixCuboneScytherMagikarpHorseaKabutoHoundourTeddiursaAronTrapinchSwabluElectrikeShuppet
Ultra Rare Egg8,000₽1,200DratiniLarvitarBeldumGibleDreepyBagonSlakothFeebasDeino
Friendship Egg2,000₽600Munchlax

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.₽200 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 (₽400) if it faints.

Poké Mart 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 Poké Mart (button at the top right of the starter select) on permanent upgrades. The Refund button gives back everything you spent, so you can try other builds. Progress is saved only in this browser.

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.₽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 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—
Mega BondBronzeMega Evolve once—
Mega MasterSilverMega Evolve 25 times—
Legend TamerGoldDefeat all 9 rift legendariesLegend Tamer
Shining legendGoldDefeat a shiny legendary in a rift—
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.