How to play
Pokémon Survivors is a Vampire Survivors-style roguelite: you only move, and your Pokémon attacks on its own. This guide explains everything that happens in a run, with the game's numbers.
Controls
| Action | Keyboard | Gamepad | Touch |
|---|---|---|---|
| Move | WASD or arrow keys | D-pad or left stick | Drag anywhere on the screen (floating joystick) |
| Special attack | Space | A (Xbox) or ✕ (PlayStation) | Round button, bottom right |
| Mega Evolution | E | Y (Xbox) or △ (PlayStation) | MEGA button, above the special |
| Lunge (Quick Attack, Extreme Speed) | Shift | X (Xbox) or □ (PlayStation) | Round button, left of the special |
| Pause | Esc or P | Start | Button, top right |
| Navigate menus | Arrows, Enter confirms, Esc goes back | D-pad or left stick, A confirms, B goes back | Tap |
| Pick an upgrade | 1 to 3, or ↑ ↓ and Enter | D-pad and A | Tap it |
| Pick your partner | Arrows in the grid, Tab Starters/Eggs, 1 to 9 region, I details, Enter starts | D-pad (↓ on the last row leads to Eggs) and A | Tap to view, tap again (or Start) to play |
| Open the Poké Mart | L on the partner select | — | Tap the wallet (₽) at the top of the partner select |
| Sound on/off | M | Settings | Settings |
| Language | I on the title screen, or Settings | Settings | PT | EN | ES on the title screen, or Settings |
On a gamepad, the D-pad and left stick move your Pokémon and navigate every menu, A confirms, B goes back and Start pauses. In a run, A fires the special attack.
In Settings → Controls → Keyboard and gamepad, you can change the key and the gamepad button of every action (move, special, Mega, lunge, pause, confirm and back). The arrows and Esc always work.
On phones you can install the game as a fullscreen app: open the browser menu and choose "Add to Home Screen".
The run
Pick one of 27 starters, Kanto to Paldea. Each one has its own stats, starting move, learnset and special attack (see the Pokédex).
Walk around and dodge: your moves fire on their own as their cooldowns come back. Survive 15 minutes of ever bigger hordes. At the end Mewtwo shows up, and beating it wins the run. After that you can keep going in endless mode.
If your HP hits zero the run is over (unless you are holding a Revive, or are in a rift’s arena, 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:
| Level | Enemy HP | Damage you take | Spawn rate | Enemy speed | Scaling per minute | Healing |
|---|---|---|---|---|---|---|
| Normal | 1x | 1x | 1x | 1x | 1x | 1x |
| Hard | 1.4x | 1.45x | 1.25x | 1.1x | 1.12x | 1x |
| Nightmare | 1.8x | 2x | 1.5x | 1.2x | 1.25x | 0.5x |
Timeline
| Time | Event |
|---|---|
| 1:15 | Swarm: 16 flying tier 1 Pokémon cross the screen |
| 2:30 | Boss: Onix |
| 2:45 | Swarm: 24 flying tier 1 Pokémon cross the screen |
| 4:00 | Ring: a circle of 28 tier 2 Pokémon closes in on you |
| 4:30 | Ring: a circle of 10 Voltorb closes in on you |
| 5:00 | Boss: Snorlax |
| 6:30 | Swarm: 36 flying tier 1 Pokémon cross the screen |
| 7:00 | Boss: the run's legendary trio (Articuno, Raikou or Regirock) |
| 8:00 | Ring: a circle of 30 tier 3 Pokémon closes in on you |
| 9:00 | Swarm: 40 flying tier 1 Pokémon cross the screen |
| 9:30 | Boss: the run's legendary trio (Zapdos, Entei or Regice) |
| 11:00 | Ring: a circle of 40 tier 3 Pokémon closes in on you |
| 12:00 | Boss: the run's legendary trio (Moltres, Suicune or Registeel) |
| 13:30 | Swarm: 60 flying tier 1 Pokémon cross the screen |
| 15:00 | Rare boss: Mew, Celebi or Jirachi (10% chance) |
| 15:00 | Boss: Mewtwo |
Biomes and weather
A run walks through 5 biomes, 3 minutes each, with no loading screen: the ground dissolves into the next place and every biome has its own music. Breakables change their look too (in the cave, tall grass becomes a rock and the berry tree a giant mushroom).
Each biome pulls the horde towards its types: a stage's new species are 3x likelier to have a local type (more Grass and Bug in the forest, more Rock and Ground in the cave), without leaving the others out.
The weather changes a few times per run and applies to everyone: your moves and the enemies' attacks alike. Each biome has its own likely weather, and the weather icon shows next to the clock.
| From | Biome | Horde types | Weather (most to least common) |
|---|---|---|---|
| 0:00 | Route 1 | NormalFlyingBugGrass | Clear skies, Harsh sunlight, Rain |
| 3:00 | Viridian Forest | GrassBugPoison | Rain, Clear skies, Fog, Harsh sunlight |
| 6:00 | Mt. Moon | RockGroundFightingPoison | Sandstorm, Clear skies, Fog |
| 9:00 | Mt. Silver | IceWaterFlying | Snow, Clear skies, Fog |
| 12:00 | Lavender Tower | GhostPsychicDarkPoison | Fog, Clear skies, Rain |
Weather
| Weather | Effect |
|---|---|
| Harsh sunlight | Fire moves ×1.5; Water moves ×0.75 |
| Rain | Fire moves ×0.75; Water moves ×1.5 |
| Sandstorm | every 2.5s, enemies lose 4% of their max HP (bosses 0.5%) and you lose 1.2%, but never below 30% HP. Rock, Ground and Steel types are immune |
| Snow | every 2.5s, enemies lose 4% of their max HP (bosses 0.5%) and you lose 1.2%, but never below 30% HP. Ice types are immune |
| Fog | short sight: you only see clearly close to your Pokémon |
The wild horde
The horde has 415 wild species from all 9 generations, and every run draws its own cast: about 18 species, only a few new ones per stage, so you can tell who is coming.
Each species sits in a tier set by its base stat total. The first stages draw from tier 1 (weak basic Pokémon) and the end of the run from tiers 4 and 5 (evolved Pokémon). Swarms take a flying Pokémon of their tier, and rings a Pokémon of their tier you have already met this run.
In-game stats come from the base stats: HP from the tier and the bulk (HP, Defense and Special Defense), damage from the tier and the best attacking stat, speed from base Speed, EXP from HP, and knockback resistance from HP and Defense (flying and ghost types are lighter).
Once the horde passes 90% of the stage's cap, new arrivals come in as elites (up to 30% of the cap), with a red outline: 1.6x HP and EXP and 1.25x damage. Keeping the screen clear keeps it from turning into a horde of elites. No elites spawn during the Mewtwo fight.
From 1:00, one of each stage's new species runs: 1.6x faster (never faster than you without bonuses), with 70% of the HP, speed lines, and it aims where you're going to be, up to 1s ahead. Running in circles won't shake it.
Tiers
| Tier | Base stat total | Species | Examples |
|---|---|---|---|
| Tier 1 | up to 269 | 58 | |
| Tier 2 | 270 to 329 | 82 | |
| Tier 3 | 330 to 399 | 71 | |
| Tier 4 | 400 to 469 | 93 | |
| Tier 5 | 470 or more | 111 |
Tiers by stage
| Time | Cast tiers |
|---|---|
| 0:00–1:00 | 3 from tier 1 (3 new) |
| 1:00–2:00 | 3 from tier 1 and 1 from tier 2 (2 new) |
| 2:00–3:00 | 1 from tier 1 and 3 from tier 2 (2 new) |
| 3:00–5:00 | 1 from tier 1, 3 from tier 2 and 1 from tier 3 (2 new) |
| 5:00–7:00 | 1 from tier 2 and 4 from tier 3 (3 new) |
| 7:00–10:00 | 2 from tier 3 and 2 from tier 4 (2 new) |
| 10:00–13:00 | 1 from tier 3, 3 from tier 4 and 1 from tier 5 (2 new) |
| 13:00–15:00 | 2 from tier 4 and 2 from tier 5 (2 new) |
Levels and moves
Fainted Pokémon drop Exp. Candies. Walk near them to collect them (the Dowsing Machine widens the reach).
On every level up, pick 1 of 3 offers: a new move from your Pokémon's learnset, a move upgrade, a new held item or another item level. You can hold up to 6 moves and 6 items. Moves go up to Lv 8.
Type items (Charcoal, Mystic Water…) only show up if your Pokémon learns moves of that type. When there is nothing left to offer, you get an Oran Berry (+40 HP).
Reroll (draw new offers) and Skip (pass on a level up without picking anything, handy when no offer fits) are charges bought in the 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
| Item | Effect per level | Levels |
|---|---|---|
| Muscle Band | +10% damage to all moves. | 5 |
| Quick Claw | Moves cool down 8% faster. | 5 |
| Wide Lens | +10% move area. | 5 |
| Light Clay | Effects last 12% longer. | 5 |
| Loaded Dice | +1 projectile for multi-hit moves. | 2 |
| Leftovers | Restores 0.3 HP per second. | 5 |
| Choice Scarf | +8% movement speed. | 5 |
| Lucky Egg | +10% EXP gained. | 5 |
| Dowsing Machine | Pulls in Exp. Candies from farther away. | 5 |
| King's Rock | +6% chance to inflict status (burn, poison, paralysis). | 5 |
| Toxic Orb | Burn and poison deal +20% damage. | 5 |
| Assault Vest | +20 max HP and +1 defense. | 3 |
| Metronome | At the end of every jump or dash (and when other specials go off), fires 1 of your moves from there. 2 at max level, but in a chain the second only on the last jump. | 2 |
| Power Herb | Each foe the special defeats (or any defeated mid-chain) cuts 0.25 s off its cooldown. | 3 |
| Charcoal | +10% damage to Fire-type moves. | 3 |
| Mystic Water | +10% damage to Water-type moves. | 3 |
| Miracle Seed | +10% damage to Grass-type moves. | 3 |
| Silk Scarf | +10% damage to Normal-type moves. | 3 |
| Magnet | +10% damage to Electric-type moves. | 3 |
| Poison Barb | +10% damage to Poison-type moves. | 3 |
| Sharp Beak | +10% damage to Flying-type moves. | 3 |
| Never-Melt Ice | +10% damage to Ice-type moves. | 3 |
| Hard Stone | +10% damage to Rock-type moves. | 3 |
| Silver Powder | +10% damage to Bug-type moves. | 3 |
| Dragon Fang | +10% damage to Dragon-type moves. | 3 |
Move evolutions
Just like in Vampire Survivors: max out a move and hold its paired item. On your next level up (or the next Poké Ball), the evolution shows up as an offer and replaces the move in the same slot.
One item can evolve more than one move: Charcoal works for both Ember and Fire Spin, for example.
| Move (max level) | Item | Evolution |
|---|---|---|
| Ember (Lv 8) | Charcoal | Flamethrower Fire A continuous stream of fire that pierces everything ahead. |
| Fire Spin (Lv 8) | Charcoal | Fire Blast Fire Huge ★-shaped flames orbit around you. |
| Water Gun (Lv 8) | Mystic Water | Hydro Pump Water High-pressure water jets that pierce and hurl foes away. |
| Whirlpool (Lv 8) | Mystic Water | Surf Water Giant waves spread around you, pushing and slowing foes. |
| Razor Leaf (Lv 8) | Miracle Seed | Leaf Storm Grass A storm of leaves in every direction that come back like boomerangs. |
| Vine Whip (Lv 8) | Miracle Seed | Power Whip Grass Huge thorny vines lash out on both sides. |
| Swift (Lv 8) | Silk Scarf | Tri Attack Normal Triangles of fire, ice and lightning chase several targets. |
| Thunder (Lv 8) | Magnet | Wildbolt Storm Electric A lightning storm pounds the whole screen. |
| Sludge Bomb (Lv 8) | Poison Barb | Gunk Shot Poison Hurls mountains of toxic garbage that leave huge puddles. |
| Gust (Lv 8) | Sharp Beak | Hurricane Flying Tornadoes spin around you, sucking foes in and flinging them away. |
| Quick Attack (Lv 8) | Silk Scarf | Extreme Speed Normal Press Shift or the lunge button: a lightning-fast lunge that cuts through the horde and ends in a shockwave. |
| Shock Wave (Lv 8) | Magnet | Thunderbolt Electric A bolt jumps across up to 9 foes, paralyzing many of them. |
| Toxic Spikes (Lv 8) | Poison Barb | Barb Barrage Poison Scatters handfuls of poison barbs that burst into big toxic clouds. |
| Will-O-Wisp (Lv 8) | Charcoal | Inferno Fire Leaves a bonfire that shoots fire blasts for a long time. Often burns. |
| Ice Shard (Lv 8) | Never-Melt Ice | Blizzard 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 Stone | Stone Edge Rock Rows of stone pillars burst from the ground towards the nearest foes. |
| Pin Missile (Lv 8) | Silver Powder | Megahorn Bug Huge horns bore through the whole horde, flinging foes away and poisoning them. |
| Dragon Breath (Lv 8) | Dragon Fang | Outrage 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.
| Type | Special → final evolution | Cooldown | Used by |
|---|---|---|---|
| Normal | Hyper Voice → Boomburst A shockwave all around you that pushes everything back. | 9s | |
| Fire | Flare Blitz → Blast Burn A flaming charge that leaves a trail of fire. | 10s | |
| Water | Hydro Pump → Hydro Cannon A focused blast in the direction you move. | 12s | |
| Grass | Grass Knot → Frenzy Plant Rings of roots burst from the ground and slow foes. | 11s | |
| Electric | Thunderbolt → Bolt Strike Lightning strikes the nearest foes and may paralyze them. | 9s | |
| Poison | Toxic Spikes → Malignant Chain You run a little faster and leave a poison trail behind. | 11s | |
| Flying | Air Cutter → Aeroblast A wall of wind that sweeps the way you move and pushes foes back. | 9s | |
| Bug | Pin Missile → Attack Order A ring of stingers fired every way that may poison. | 9s | |
| Rock | Rock Slide → Diamond Storm A rockfall around you that hits hard and pushes back. | 10s | |
| Ground | Bulldoze → Precipice Blades A wall of stone blades that sweeps the way you move and slows foes. | 10s | |
| Ghost | Shadow Ball → Astral Barrage A ring of shadow balls fired every way that may paralyze. | 9s | |
| Fighting | Vacuum Wave → Aura Sphere A ring of energy spheres fired every way. | 9s | |
| Psychic | Psychic → Expanding Force Psychic waves all around you that push and slow foes. | 9s | |
| Ice | Icicle Crash → Blizzard Icicles rain down around you and slow foes. | 10s | |
| Steel | Magnet Bomb → Doom Desire Columns of steel light crash on the nearest foes: few, but heavy. | 10s | |
| Dark | Dark Pulse → Night Daze Waves of darkness all around you that push and may put foes to sleep. | 9s | |
| Fairy | Dazzling Gleam → Light of Ruin Beams of light fall on the nearest foes and may put them to sleep. | 9s | |
| Dragon | Dragon Pulse → Draco Meteor A meteor shower around you that may burn. | 11s | |
| Grass | Leaf Blade → Solar Blade Slashes through to the nearest foe. Press again right after a hit to jump to the next one. | 8s | |
| Fighting | Force Palm → Close Combat Strikes through to the nearest foe. Press again right after a hit to jump to the next one. | 8s | |
| Dragon | Dual Chop → Dragon Rush Rushes like a dragon into the nearest foe. Press again right after a hit to jump to the next one. | 8s | |
| Flying | Aerial Ace → Brave Bird Dives into the nearest foe. Press again right after a hit to jump to the next one. | 8s | |
| Steel | Smart Strike → Iron Head Lunges blade first into the nearest foe. Press again right after a hit to jump to the next one. | 8s | |
| Steel | Stance Change Swaps between Shield Forme (−30% damage taken, moves ×0.7) and Blade Forme (moves ×1.3, +10% damage taken). | 2s | |
| Dragon | Dragon Flare A long dash in blue dragon flames, with a fire trail and a blast at the end. | 8s | |
| Psychic | Psystrike Three huge psychic waves around you that push and slow. | 7s | |
| Ghost | Poltergeist A ring of 24 shadow shots in every direction that may paralyze. | 7s | |
| Fairy | Moonblast Twelve moonbeams strike the nearest foes and may put them to sleep. | 7s | |
| Fighting | Aura Sphere A chain dash of up to 6 jumps; every landing bursts a ring of Aura Spheres. | 7s | |
| Rock | Stone Edge A heavy rain of stone blades around you. | 8s | |
| Grass | Petal Blizzard Three waves of petals around you that slow foes down. | 7s | |
| Fire | Heat Wave Two huge heat waves around you that may burn. | 7s | |
| Water | Water Pulse Four water pulses around you that may slow foes down. | 7s | |
| Electric | Volt Tackle Electric chain dash of up to 6 jumps; every landing bursts a ring of bolts. | 7s | |
| Electric | Rising Voltage Fourteen bolts strike the nearest foes and may paralyze. | 7s | |
| Flying | Hurricane A huge wall of wind that sweeps the way you walk. | 7s | |
| Grass | Solar Beam Twelve sunbeams strike the nearest foes. | 7s | |
| Water | Wave Crash Chain dash of up to 6 jumps, wrapped in water. | 7s | |
| Dragon | Dragon Claw Chain dash of up to 6 jumps; every landing bursts a ring of draconic energy. | 7s | |
| Fire | Blaze Kick Flaming chain dash of up to 6 jumps that may burn. | 7s | |
| Water | Muddy Water Three waves of mud around you that slow foes down. | 7s | |
| Steel | Meteor Mash A heavy rain of steel meteors around you. | 7s | |
| Flying | Sky Attack Chain dash of up to 6 jumps; every landing bursts a ring of wind blades. | 7s | |
| Ground | Earth Power Three waves of earth around you that slow foes down. | 7s | |
| Dragon | Scale Shot A ring of 24 scales fired every way. | 7s | |
| Fighting | Focus Blast Ten energy spheres strike the nearest foes. | 7s | |
| Fire | Heat Crash Eight flaming impacts strike the nearest foes and may burn. | 7s | |
| Grass | Spiky Shield Two waves of spikes around you that push everything back. | 7s | |
| Fire | Mystical Fire Three waves of mystical fire around you that may burn. | 7s | |
| Dark | Night Slash Chain dash of up to 6 jumps; every landing bursts a ring of dark waves. | 7s | |
| Flying | Air Slash A ring of 24 air blades fired all around. | 7s | |
| Water | Waterfall A huge wall of water sweeping the way you walk. | 7s | |
| Electric | Zap Cannon Three huge electric waves around you that nearly always paralyze. | 7s | |
| Steel | Bullet Punch Chain dash of up to 6 jumps on a short cooldown; every landing bursts a ring of steel shards. | 6s | |
| Dark | Fiery Wrath A heavy rain of dark flames around you that may burn. | 7s | |
| Steel | Heavy Slam Eight huge steel impacts crash on the nearest foes. | 7s | |
| Electric | Wild Charge You run faster and leave a trail of sparks that may paralyze. | 9s | |
| Fairy | Hyper Voice Three waves of charmed sound around you that may put foes to sleep. | 7s | |
| Ghost | Phantom Force Chain dash of up to 6 jumps; every landing bursts a ring of shadows. | 7s | |
| Ice | Sheer Cold Three waves of absolute cold around you that slow foes hard. | 7s | |
| Flying | Double-Edge Twelve dive-bombs crash on the nearest foes. | 7s |
Types and status
Damage uses the real type chart, softened so no build is ever useless: super effective deals 1.5x, doubly super effective 2x, not very effective 0.75x, and immunities become 0.5x. Yellow numbers with "!" mean super effective.
Some moves inflict status conditions. Chance and power grow with upgrades and items.
| Status | Inflicted by | Effect |
|---|---|---|
| Burn | Ember, Fire Spin, Will-O-Wisp, Dragon Breath, Flamethrower, Fire Blast, Inferno, Outrage | Damage over time. Burned enemies deal only 50% contact damage. |
| Poison | Razor Leaf, Vine Whip, Sludge Bomb, Toxic Spikes, Pin Missile, Gunk Shot, Barb Barrage, Megahorn | Damage over time that stacks up to 5x. |
| Paralysis | Thunder, Shock Wave, Wildbolt Storm, Thunderbolt | Freezes the enemy for a moment, then it stutters now and then. Lasts 35% as long on bosses. |
| Slow | Whirlpool, Drum Beating, Ice Shard, Rock Tomb, Surf, Blizzard | Slows down anything close. Lasts 50% as long on bosses. |
| Sleep | Poké 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.
| Time | Boss | HP | Attacks |
|---|---|---|---|
| 2:30 | 1,100 |
| |
| 5:00 | 2,800 |
| |
| 7:00 | 5,200 |
| |
| 7:00 | 5,200 |
| |
| 7:00 | 5,200 |
| |
| 9:30 | 8,000 |
| |
| 9:30 | 8,000 |
| |
| 9:30 | 8,000 |
| |
| 12:00 | 11,500 |
| |
| 12:00 | 11,500 |
| |
| 12:00 | 11,500 |
| |
| 15:00 (3.3%) | 9,000 |
| |
| 15:00 (3.3%) | 9,000 |
| |
| 15:00 (3.3%) | 9,000 |
| |
| 15:00 | 22,000 |
|
Special enemies
Some wild Pokémon do more than chase: they heal, shield and call in the horde, or attack from afar. They are seasoning, never the bulk: from 1:00 on, each stage brings at most one species with a behavior, it shows up less than the rest and there are never more than 6 alive at once. Keep an eye out.
Every one of their attacks warns you first: a "!" over the head, a red circle, a line or a shadow on the ground that blinks faster as the hit gets close. The first time each one shows up in a run, a message explains what it does.
| Pokémon | Behavior | What it does |
|---|---|---|
| Kamikaze | Walks up, stops, blinks red and explodes after 1.1s. The blast deals 2.5x its contact damage to you and takes 60% of the HP of enemies in the circle. Get out of the red circle, or lure it into the horde: the blast hurts enemies too. | |
| Shield | Every 5s, wraps nearby allies in a shield that soaks damage equal to 40% of their max HP, for 6s. Blue numbers are absorbed damage. Take out the shielder or wait for the shield to blink and fade. | |
| Beam | Stops, draws the beam's line on the ground for 0.8s and fires: 1.6x its contact damage. The aim locks when the line shows up: one step aside is enough. | |
| Leaper | Leaps over the horde to where you stood. The shadow on the ground marks the landing 1.2s ahead, and the impact deals 1.5x its contact damage. Get off the shadow before it lands. | |
| Kamikaze | Walks up, stops, blinks red and explodes after 1.1s. The blast deals 2.5x its contact damage to you and takes 60% of the HP of enemies in the circle. Get out of the red circle, or lure it into the horde: the blast hurts enemies too. | |
| Kamikaze | Walks up, stops, blinks red and explodes after 1.1s. The blast deals 2.5x its contact damage to you and takes 60% of the HP of enemies in the circle. Get out of the red circle, or lure it into the horde: the blast hurts enemies too. | |
| Beam | Stops, draws the beam's line on the ground for 0.8s and fires: 1.6x its contact damage. The aim locks when the line shows up: one step aside is enough. | |
| Healer | Every 4s, a green pulse heals 25% of the max HP of wounded allies nearby. Take it down first, or the horde keeps topping up. | |
| Leaper | Leaps over the horde to where you stood. The shadow on the ground marks the landing 1.2s ahead, and the impact deals 1.5x its contact damage. Get off the shadow before it lands. | |
| Shield | Every 5s, wraps nearby allies in a shield that soaks damage equal to 40% of their max HP, for 6s. Blue numbers are absorbed damage. Take out the shielder or wait for the shield to blink and fade. | |
| Summoner | Every 6s it calls in 2 reinforcements (Nidoran♀ and Nidoran♂), up to 4 at once. The reinforcements stop once she falls. |
Legendary rifts and endless mode
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.
| Legendary | Types | Base HP | Attacks |
|---|---|---|---|
| PsychicFlying | 3,400 |
| |
| FireFlying | 3,400 |
| |
| Water | 3,800 |
| |
| Ground | 4,200 |
| |
| DragonFlying | 3,000 |
| |
| SteelDragon | 3,600 |
| |
| DragonPsychic | 3,200 |
| |
| DragonPsychic | 3,200 |
| |
| Psychic | 2,800 |
| |
| Normal | 300,000 |
|
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.
| Mega | Mega Stone | Ability | Mega special |
|---|---|---|---|
| Venusaurite | Thick Fat HP +50, armor +3 and 1 HP/s regen. The special becomes Petal Blizzard. | Grass Petal Blizzard Three waves of petals around you that slow foes down. | |
| Charizardite X | Tough Claws moves +30%, speed +8 and armor +1. The special becomes Dragon Flare, a dash in blue dragon flames. | Dragon Dragon Flare A long dash in blue dragon flames, with a fire trail and a blast at the end. | |
| Charizardite Y | Drought turns the sunlight harsh (outside rifts), so Fire moves hit ×1.5; moves +25% and area +15%. The special becomes Heat Wave. | Fire Heat Wave Two huge heat waves around you that may burn. | |
| Blastoisinite | Mega Launcher +1 projectile per move, projectiles 30% faster and armor +2. The special becomes Water Pulse. | Water Water Pulse Four water pulses around you that may slow foes down. | |
| Pidgeotite | No Guard area +20%, projectiles 30% faster, speed +10 and moves +20%. The special becomes Air Slash. | Flying Air Slash A ring of 24 air blades fired all around. | |
| Raichunite X | Electric Surge foes within 70 px may get paralyzed, moves +30% and Electric moves +25%. The special becomes Volt Tackle, a chain dash that throws bolts on every landing. | Electric Volt Tackle Electric chain dash of up to 6 jumps; every landing bursts a ring of bolts. | |
| Raichunite Y | No Guard area +25%, projectiles 30% faster, cooldowns −10% and speed +8. The special becomes Rising Voltage. | Electric Rising Voltage Fourteen bolts strike the nearest foes and may paralyze. | |
| Alakazite | Trace every special also fires 2 of your moves (like Metronome), cooldowns −15% and moves +10%. The special becomes Psystrike. | Psychic Psystrike Three huge psychic waves around you that push and slow. | |
| Gengarite | Shadow Tag foes within 90 px lose 45% of their speed, moves +25% and cooldowns −10%. The special becomes Poltergeist. | Ghost Poltergeist A ring of 24 shadow shots in every direction that may paralyze. | |
| Gyaradosite | Mold Breaker moves +35%, Dark moves +30% and armor +2. The special becomes Waterfall. | Water Waterfall A huge wall of water sweeping the way you walk. | |
| Dragoninite | Multiscale takes 25% less damage, moves +25% and speed +6. The special becomes Hurricane. | Flying Hurricane A huge wall of wind that sweeps the way you walk. | |
| Meganiumite | Mega Sol HP +40, 2 HP/s regen and Grass and Fairy moves +30%. The special becomes Solar Beam. | Grass Solar Beam Twelve sunbeams strike the nearest foes. | |
| Feraligite | Dragonize Dragon moves +35%, Water moves +20%, moves +25% and armor +1. The special becomes Wave Crash, a chain dash. | Water Wave Crash Chain dash of up to 6 jumps, wrapped in water. | |
| Ampharosite | Mold Breaker Dragon moves +35%, Electric moves +20%, moves +25% and HP +30. The special becomes Zap Cannon. | Electric Zap Cannon Three huge electric waves around you that nearly always paralyze. | |
| Scizorite | Technician moves +25%, cooldowns −15% and armor +1. The special becomes Bullet Punch, a chain dash of up to 6 jumps that bursts a ring of steel shards on every landing. | Steel Bullet Punch Chain dash of up to 6 jumps on a short cooldown; every landing bursts a ring of steel shards. | |
| Houndoominite | Solar Power moves +35%, Fire moves +20% and burns and poison 20% stronger. The special becomes Fiery Wrath. | Dark Fiery Wrath A heavy rain of dark flames around you that may burn. | |
| Tyranitarite | Sand Stream whips up a sandstorm (outside rifts) that wears the horde down and doesn't touch Tyranitar. HP +60, armor +3 and moves +20%. The special becomes Stone Edge. | Rock Stone Edge A heavy rain of stone blades around you. | |
| Sceptilite | Lightning Rod speed +12, moves +20% and Grass and Dragon moves +20%. The chain dash becomes Dragon Claw and every landing bursts a ring of draconic energy. | Dragon Dragon Claw Chain dash of up to 6 jumps; every landing bursts a ring of draconic energy. | |
| Blazikenite | Speed Boost speed +16, moves +25% and cooldowns −10%. The special becomes Blaze Kick, a chain dash that may burn. | Fire Blaze Kick Flaming chain dash of up to 6 jumps that may burn. | |
| Swampertite | Swift Swim brings the rain (outside rifts), so Water moves hit ×1.5; HP +50, moves +25% and speed +8. The special becomes Muddy Water. | Water Muddy Water Three waves of mud around you that slow foes down. | |
| Gardevoirite | Pixilate Normal and Fairy moves +30%, moves +15% and 1.5 HP/s regen. The special becomes Moonblast. | Fairy Moonblast Twelve moonbeams strike the nearest foes and may put them to sleep. | |
| Aggronite | Filter takes 25% less damage, armor +3 and moves +15%. The special becomes Heavy Slam. | Steel Heavy Slam Eight huge steel impacts crash on the nearest foes. | |
| Manectite | Intimidate foes within 80 px lose 30% of their speed, speed +12, moves +20% and cooldowns −5%. The special becomes Wild Charge. | Electric Wild Charge You run faster and leave a trail of sparks that may paralyze. | |
| Altarianite | Pixilate Normal and Fairy moves +30%, Dragon moves +20%, HP +30 and 1 HP/s regen. The special becomes Hyper Voice. | Fairy Hyper Voice Three waves of charmed sound around you that may put foes to sleep. | |
| Banettite | Prankster cooldowns −20%, +10% condition chance on every move and moves +15%. The special becomes Phantom Force, a chain dash that bursts a ring of shadows on every landing. | Ghost Phantom Force Chain dash of up to 6 jumps; every landing bursts a ring of shadows. | |
| Glalitite | Refrigerate Normal and Ice moves +30% and moves +25%. The special becomes Sheer Cold. | Ice Sheer Cold Three waves of absolute cold around you that slow foes hard. | |
| Salamencite | Aerilate Normal and Flying moves +30%, speed +12 and moves +25%. The special becomes Double-Edge. | Flying Double-Edge Twelve dive-bombs crash on the nearest foes. | |
| Metagrossite | Tough Claws moves +30%, armor +2 and speed +6. The special becomes Meteor Mash. | Steel Meteor Mash A heavy rain of steel meteors around you. | |
| Staraptite | Contrary moves +30% and speed +10. The chain dash becomes Sky Attack and every landing bursts a ring of wind blades. | Flying Sky Attack Chain dash of up to 6 jumps; every landing bursts a ring of wind blades. | |
| Garchompite | Sand Force moves +30%, Ground, Rock and Steel moves +30% and armor +1. The special becomes Earth Power. | Ground Earth Power Three waves of earth around you that slow foes down. | |
| Garchompite Z | Levitate speed +14, cooldowns −15% and moves +15%. The special becomes Scale Shot. | Dragon Scale Shot A ring of 24 scales fired every way. | |
| Lucarionite | Adaptability Fighting and Steel moves +35% and speed +10. The chain dash jumps up to 6 times and every landing bursts a ring of Aura Spheres. | Fighting Aura Sphere A chain dash of up to 6 jumps; every landing bursts a ring of Aura Spheres. | |
| Lucarionite Z | Aura Guard takes 20% less damage, armor +2 and Fighting and Steel moves +25%. The special becomes Focus Blast. | Fighting Focus Blast Ten energy spheres strike the nearest foes. | |
| Emboarite | Mold Breaker moves +35% and HP +40. The special becomes Heat Crash. | Fire Heat Crash Eight flaming impacts strike the nearest foes and may burn. | |
| Chesnaughtite | Bulletproof takes 30% less damage, armor +2 and HP +50. The special becomes Spiky Shield. | Grass Spiky Shield Two waves of spikes around you that push everything back. | |
| Delphoxite | Levitate cooldowns −15%, moves +20% and area +15%. The special becomes Mystical Fire. | Fire Mystical Fire Three waves of mystical fire around you that may burn. | |
| Greninjite | Protean moves +30%, speed +8 and cooldowns −10%. The special becomes Night Slash, a chain dash that bursts a ring of dark waves on every landing. | Dark Night Slash Chain dash of up to 6 jumps; every landing bursts a ring of dark waves. |
Shinies
Every regular wild Pokémon has a 1 in 450 chance to spawn shiny. It becomes an elite with 8x HP and 10x EXP, and always drops a Poké Ball and Poké Dollars. Map bosses, Mewtwo and Arceus are never shiny, but a rift's legendary has a 1 in 8 chance to be, and pays more.
Your starter has a 1 in 64 chance to be shiny, and stays shiny through every evolution of that run.
A Poké Ball (from bosses and shinies) grants a random upgrade on the spot, or a move evolution if one is ready.
A defeated shiny is yours: it shows up as caught, sparkle and all, in the in-game Pokédex (Pokédex, on the title menu). The Pokémon that comes out of an egg counts as caught too (and its evolution line as seen), and so does every form you played, the ones you evolved into included. The Pokédex holds the game's 572 species, remembers every one you have seen and how many you defeated, and the end of a run shows what is new.
Eggs and the incubator
Besides the 27 starters, 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 by | Chance | Rarity |
|---|---|---|
| Onix, Snorlax and the legendary trio | 15% | Common Egg 70% · Rare Egg 25% · Ultra Rare Egg 5% |
| Locked chest | 10% | Common Egg 85% · Rare Egg 15% |
| A rift legendary | 40% | Rare Egg 65% · Ultra Rare Egg 35% |
| Mewtwo and the rare mythical (Mew, Celebi or Jirachi) | 100% | Rare Egg 70% · Ultra Rare Egg 30% |
| Arceus, in endless mode | 100% | Ultra Rare Egg 100% |
| Egg | Steps | Duplicate or no room | May hatch |
|---|---|---|---|
| Common Egg | 2,000 | ₽300 | |
| Rare Egg | 4,000 | ₽600 | |
| Ultra Rare Egg | 8,000 | ₽1,200 | |
| Friendship Egg | 2,000 | ₽600 |
Map items
Item sources show up around the map. Any move breaks them, and each one drops an item. Stronger items get more common late in the run.
| Source | Hits to break |
|---|---|
| Item Ball | 1 |
| Berry Tree | 3 |
| Tall grass | 1 |
Regular enemies also drop an Oran Berry (1.2% chance) or an item (0.4%).
| Item | Effect | Where |
|---|---|---|
| Potion | Restores 30 HP. | Item Ball, Berry Tree, Tall grass, Enemies |
| Super Potion | Restores 60 HP. | Item Ball, Berry Tree, Enemies |
| Rare Candy | Levels you up on the spot. | Item Ball, Berry Tree, Enemies |
| Exp. Share | Pulls every Exp. Candy on the map to you. | Item Ball, Tall grass, Enemies |
| Poké Flute | Puts the wild Pokémon on screen to sleep. | Item Ball, Tall grass, Enemies |
| Max Repel | Invulnerable for a few seconds, pushing enemies away. | Item Ball, Tall grass |
| Voltorb | Voltorb uses Explosion: faints every regular enemy on screen and takes 10% of a boss's HP. | Item Ball, Tall grass, Enemies |
| X Attack | 50% more damage for 20s. | Item Ball, Enemies |
| X Speed | More speed and faster cooldowns for 20s. | Item Ball, Tall grass, Enemies |
| Revive | Kept for later. When you faint, you get back up with 50% HP. | Item Ball, Enemies |
| Oran Berry | Restores 30% of max HP. | Berry Tree, Tall grass |
Map events
From 22s into a run, roughly every 31s a point of interest may show up near you (at most 3 at once). The important ones get an arrow on the screen edge. Take too long and they vanish.
| Event | How it works | Reward |
|---|---|---|
| Altar | Step on it. The buff it grants floats above it, so you can decide from afar. | X Attack, X Speed or Max Repel (the roll avoids what's already running), lasting 1.5x as long. |
| Fountain | Stand in it while hurt: 6 charges, one every 0.45s. At full HP nothing is spent. | Each charge heals 7% of your max HP. |
| Locked chest | Stay inside the ring for 3s. Outside it, progress slowly drains. As soon as you start, a ring of wild Pokémon ambushes you. | ₽200 or more (it grows over time), an item and a Poké Ball. |
| Spikes | The spikes shoot up every few seconds, with a blinking warning first. They hurt whoever stands on them: you and the wild Pokémon. | Lure the horde on top of them. |
| Bomb | Anyone who gets close lights the fuse. 1.6s later it blows up and hurts everything in range, you included. | Let the horde light it and step away. |
| Fleeing Meowth | Runs from you and escapes after 15s. Your moves can hit it. | A coin with every hit, and the Pay Day (₽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.
| Upgrade | Effect | Price per rank |
|---|---|---|
| HP Up | +10 max HP per rank. | ₽200 · ₽320 · ₽510 · ₽820 · ₽1,310 |
| Protein | +5% damage per rank. | ₽300 · ₽480 · ₽770 · ₽1,230 · ₽1,970 |
| Iron | +1 defense per rank. | ₽400 · ₽640 · ₽1,020 |
| Carbos | +5% speed per rank. | ₽250 · ₽400 · ₽640 |
| Calcium | +5% move area per rank. | ₽300 · ₽480 · ₽770 |
| Zinc | Moves cool down 2.5% faster per rank. | ₽450 · ₽720 · ₽1,150 |
| PP Up | +1 projectile for every move. | ₽3,000 |
| Exp. Charm | +3% EXP gained per rank. | ₽250 · ₽400 · ₽640 · ₽1,020 · ₽1,640 |
| Amulet Coin | +10% ₽ earned per rank. | ₽250 · ₽400 · ₽640 · ₽1,020 · ₽1,640 |
| Ability Capsule | +1 level-up reroll per run. | ₽500 · ₽800 · ₽1,280 |
| Escape Rope | +1 level-up skip per run. | ₽300 · ₽480 · ₽770 |
| Shiny Charm | Wild shinies more common: +1/3 of the odds per level (1/450 → 1/225 at most). | ₽6,000 · ₽12,000 · ₽24,000 |
Missions and achievements
Missions is in the title screen menu. Every day brings 3 daily missions (₽100–₽300) and every week 2 weekly ones (₽1,000–₽3,000). They are drawn from your device's date, so everyone gets the same ones on the same day: dailies change at midnight and weeklies on Monday.
Progress counts at the end of every run, even if you quit from the pause menu, and adds up the runs of the day or week. Survival, level, endless and species missions count your best run. Missions use what the game has: defeat Pokémon of a type, in a weather or in a biome, win rifts, open chests, grab Meowth's Pay Day, defeat shinies and bosses, collect Poké Dollars, walk, see different species, hatch eggs (it counts when the egg hatches) and beat Mewtwo with a starter of some type. The reward goes straight to your wallet, and some weeklies also give an egg.
Achievements are lifetime goals with a bronze, silver or gold medal (Bronze ₽100, Silver ₽500, Gold ₽2,000 + Rare Egg). Some grant a title, like Shiny Hunter: tap it on the Achievements tab to show it on the title screen and on every run's results. Reward eggs go to the incubator (when it's full they become Poké Dollars) and, at the end of a run, share the per-run egg limit with the eggs you found.
| Achievement | Medal | How to earn it | Title |
|---|---|---|---|
| First steps | Bronze | Play a run | — |
| Regular | Silver | Play 25 runs | — |
| Veteran | Gold | Play 100 runs | Veteran |
| A thousand down | Bronze | Defeat 1,000 Pokémon in total | — |
| Horde breaker | Silver | Defeat 10,000 Pokémon in total | — |
| Unstoppable | Gold | Defeat 100,000 Pokémon in total | Unstoppable |
| Survivor | Bronze | Survive 5 min in one run | — |
| Hard to kill | Bronze | Survive 10 min in one run | — |
| Final form | Bronze | Reach your starter's final evolution | — |
| Seasoned | Bronze | Reach Lv 30 in one run | — |
| Battle master | Silver | Reach Lv 50 in one run | — |
| Evolved move | Bronze | Evolve a move with its item | — |
| Arsenal | Silver | Evolve 50 moves | — |
| Boss hunter | Bronze | Defeat 10 bosses | — |
| Bane of bosses | Silver | Defeat 100 bosses | — |
| Treasure hunter | Bronze | Open 10 chests | — |
| Pay Day | Bronze | Make Meowth drop its coins 5 times | — |
| Devout | Bronze | Use 25 altars | — |
| Savings | Bronze | Collect ₽10,000 in total | — |
| Fortune | Silver | Collect ₽100,000 in total | — |
| Tycoon | Gold | Collect ₽1,000,000 in total | Tycoon |
| Tourist | Bronze | Play 9 different starters | — |
| Complete trainer | Silver | Play 27 different starters | Complete Trainer |
| Helpful | Bronze | Complete 10 missions | — |
| Tireless | Gold | Complete 100 missions | Tireless |
| It sparkles! | Bronze | Defeat a shiny Pokémon | — |
| Trained eye | Silver | Defeat 10 shiny Pokémon | — |
| Shiny Hunter | Gold | Defeat 50 shiny Pokémon | Shiny Hunter |
| Shiny partner | Silver | Start a run with a shiny starter (1 in 64) | Lucky |
| Researcher | Silver | See 100 species in the Pokédex | — |
| Pokémon Professor | Gold | Catch every form of the 27 starters (take each to its final evolution) | Pokémon Professor |
| Oh? The Egg hatched! | Bronze | Hatch an egg | — |
| Shiny clutch | Gold | Hatch a shiny Pokémon (1 in 100) | Shiny Breeder |
| Rift breaker | Bronze | Win a legendary rift | — |
| Rift walker | Silver | Win 25 legendary rifts | — |
| Mega Bond | Bronze | Mega Evolve once | — |
| Mega Master | Silver | Mega Evolve 25 times | — |
| Legend Tamer | Gold | Defeat all 9 rift legendaries | Legend Tamer |
| Shining legend | Gold | Defeat a shiny legendary in a rift | — |
| Champion | Silver | Defeat Mewtwo | Champion |
| Dynasty | Gold | Defeat Mewtwo 10 times | — |
| Starter trio | Silver | Defeat Mewtwo with a Grass, a Fire and a Water starter | — |
| Kanto Champion | Silver | Defeat Mewtwo with a starter from Kanto | — |
| Johto Champion | Silver | Defeat Mewtwo with a starter from Johto | — |
| Hoenn Champion | Silver | Defeat Mewtwo with a starter from Hoenn | — |
| Sinnoh Champion | Silver | Defeat Mewtwo with a starter from Sinnoh | — |
| Unova Champion | Silver | Defeat Mewtwo with a starter from Unova | — |
| Kalos Champion | Silver | Defeat Mewtwo with a starter from Kalos | — |
| Alola Champion | Silver | Defeat Mewtwo with a starter from Alola | — |
| Galar Champion | Silver | Defeat Mewtwo with a starter from Galar | — |
| Paldea Champion | Silver | Defeat Mewtwo with a starter from Paldea | — |
| Master of Regions | Gold | Defeat Mewtwo with starters from all 9 regions | Master of Regions |
| Beyond Mewtwo | Silver | Survive 1 min in endless mode | — |
| Under Arceus's gaze | Gold | Survive 10 min in endless mode | — |
| Living Legend | Gold | Defeat Arceus in endless mode | Living Legend |
Settings and music
Settings live in the title screen menu and in the pause menu, which is just Resume · Settings · Quit. Changes apply right away and are saved in this browser.
The soundtrack is original chiptune, composed in code and synthesized live in the browser with no audio files: a village theme in the menus, a march during the run and a boss theme while a boss is alive.
| Option | What it does |
|---|---|
| Music | Soundtrack volume. |
| Effects | Volume of sound effects and cries. |
| Sound | Turns all sound on or off (shortcut: M). |
| Damage numbers | Shows or hides damage numbers on screen. |
| Screen shake | Turns screen shake on explosions and big hits on or off. |
| Language | Switches between English, Portuguese and Spanish. |