Full Pokédex

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All moves & evolutions

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All move evolutions & card requirements

Move evolution is a run-card choice after a base move reaches its maximum and its stat prerequisite is satisfied. The table links every mapped base move to its evolved name and required card.

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Held items

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Permanent upgrade ladders

Each Pokémon has its own purchased levels. Upgrade ladders show cost, cap and benefit so a coin budget can be converted into a concrete set of purchases.

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Run stat cards & evolution prerequisites

Run cards alter this run’s attributes and are counted for move evolution. Permanent upgrades use a different storage and application system.

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Types

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Region

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Regional gacha & pity

Nine regions have separate pools and pity counters. Rarity is selected first, then a Pokémon from the effective pool; a featured Pokémon has no separate boost in the pinned rules.

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Shinies: wild, gacha and rifts

Shiny generation has three different source rules. Sprite eligibility and collection writes matter: a shiny roll, an encounter and an acquired variant are separate events.

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Legendary rifts: reference rules

Rifts are conditional map encounters that transfer the group to a legendary arena. The host controls selection in co-op, and the regular map enemies are stored during the arena.

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18 type arenas

A legendary arena is themed after one of the legend’s types. Its layout, obstacles and forced weather change the fight; dual-type legends do not always use the same arena.

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Legendary

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Boss schedule & combat models

Scheduled bosses are strong non-legendary Pokémon selected from power ranges. Rift legendaries are separate encounters with their own rewards, timer and scaling.

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Enemy pools, behaviors & scaling

Each run samples a cast from BST ranges, then applies this game’s combat templates and behavior rules. The original main-series BST defines pool membership, not final enemy HP.

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Weather multipliers & hazards

Weather uses the attack’s type, not simply the attacker’s species. It applies to enemy attacks too, with smooth intensity changes at entry and exit.

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World, terrain & interactables

The world combines breakable props, blocking obstacles, liquid terrain and interactable rewards. Navigation and the time spent beside an object are part of your survival plan.

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Run events & treasure thieves

Hordes, golden hour and lost-Pokémon escorts create temporary objectives. Treasure thieves are separate short chases; decide whether the opportunity is safe before leaving your route.

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Mission conditions & rewards

Mission templates define eligible events, goal choices and rewards. Your account’s active mission set is seeded separately; this database lists possible templates rather than claiming today’s assignment.

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Achievement conditions & medals

Achievements are awarded from recorded account conditions. They include collections, best-run marks, progression totals and individual legendary defeats; read the condition instead of guessing from the title.

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Bonds & active groups

A Bond changes the move-slot structure: attacks in a fused active slot execute together and the fusion frees ordinary slot space. It is not a permanent collection unlock.

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All 29 starters

The personality test recommends a partner, but you may reject that result and select another starter. The starter table compares actual game stats and starting behavior, not main-series competitive strength.

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Co-op reference

Co-op runs use the original game’s cloud account, friends list and room system. Shared pauses and host authority are intentional parts of the game, not features provided by this guide site.

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Save modes & cloud merge

The game owns its saves on its own origin. This guide cannot read, restore or change cross-origin account progress; local planning tools keep separate browser data.

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