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.

What to do

  • Read the announced event and adapt target type.
  • Distinguish rescue success from collection success.

Numbers & conditions

Event interval 240–300 s; horde/gold duration 30 s; rescue limit 120 s. Golden enemies yield double XP. Thieves escape after 15 s, with at most two generated per run in these rules.

Common mistakes

Use the source version shown on this page when comparing old screenshots or guides.

Tools

Related pages

Game data & sources

The linked game files show where these stats, costs and rules come from. Updates to the game may change them.

Data version: a9b21f09

Data version →

World geometry

The map is generated in chunks. Distances below are world units, not Pokémon main-series stats.

DetailsEffect
Tile width32 world units
Chunk width512 world units

Shadow Forest

A wooded biome with water pools and trees. Water types avoid the pool movement penalty.

DetailsEffect
Terrain in poolsWater

Crystal Cave

A crystal biome with water pools. Crystals and rocks shape the available routes.

DetailsEffect
Terrain in poolsWater

Ash Volcano

A volcanic biome with lava. Fire Pokémon avoid lava damage; other types should use clear ground.

DetailsEffect
Terrain in poolsLava

Water

The penalty applies while standing in the pool. An unaffected type on a dual-type Pokémon is enough to avoid it.

DetailsEffect
Player movement speed60% of normal speed
Grounded enemy movement55% of normal speed
Unaffected typesWater

Swamp

Swamp slows more than ordinary water. Water types avoid the slowdown.

DetailsEffect
Player movement speed45% of normal speed
Grounded enemy movement45% of normal speed
Unaffected typesWater

Lava

Damage repeats while you remain in the pool. Player defense and an active melee attack can reduce the listed base damage. Grounded enemies use their own damage formula; bosses and rift legends ignore terrain damage.

DetailsEffect
Player damage before defense5 / 3% × maximum HP (whichever is larger)
Grounded enemy damage6 + 4% × maximum HP
Damage interval0.5 s
Unaffected typesFire

Poison pools

Damage repeats while you remain in the pool. Player defense and an active melee attack can reduce the listed base damage. Grounded enemies use their own damage formula; bosses and rift legends ignore terrain damage.

DetailsEffect
Player damage before defense3 / 1.75% × maximum HP (whichever is larger)
Grounded enemy damage6 + 4% × maximum HP
Damage interval0.5 s
Unaffected typesPoison / Steel

Electric pools

Damage repeats while you remain in the pool. Player defense and an active melee attack can reduce the listed base damage. Grounded enemies use their own damage formula; bosses and rift legends ignore terrain damage.

DetailsEffect
Player damage before defense4 / 2.25% × maximum HP (whichever is larger)
Grounded enemy damage6 + 4% × maximum HP
Damage interval0.7 s
Unaffected typesElectric / Ground

Ice

Movement gains momentum and changes direction gradually. Ice types avoid the sliding effect.

DetailsEffect
Movement on iceGradual acceleration; movement target ×1.15
Unaffected typesIce

Tree

A permanent obstacle. Walk around it rather than spending attacks trying to break it.

DetailsEffect
CollisionBlocks walking
DurabilityIndestructible
Collision radius13 world units

Rock

Break it with attacks to clear a route. Drop checks share one random draw, so some rewards can occur together.

DetailsEffect
CollisionBlocks walking
Durability34
Collision radius12 world units
Experience drop chance40% · 6 Experience
Coin drop chance25% · 2 Coins
Healing drop chance6%

Breakable chest

Attack until its durability is depleted, then collect the drops. A held item is possible but not guaranteed.

DetailsEffect
CollisionBlocks walking
Durability22
Collision radius12 world units
Coins12–21
Experience20
Berry or magnet50% each
Held-item chance8%

Tall grass

Attacks cut the grass. A coin and a healing berry are alternative outcomes for the same patch.

DetailsEffect
CollisionCan be walked over
Durability1
Collision radius14 world units
Healing drop chance5%
Coin drop chance6% · 1 Coins

Altar

Touch an unused altar to receive one of four temporary powers. A new power replaces your previous altar power; the altar is then spent.

DetailsEffect
CollisionBlocks walking
DurabilityIndestructible
Collision radius9 world units
Duration25 s
ActivationTouch an unused altar; at least 30 world units, adjusted for Pokémon size.

Healing spring

Stand near the spring while injured to heal. It recharges even while healing, but consumption is faster than recharge. It stops at full HP or when nearly empty.

DetailsEffect
CollisionCan be walked over
DurabilityIndestructible
Collision radius22 world units
Effect radius26 world units
Healing while standing in range14% × maximum HP per second
Full spring recharge45 s
Spring charge consumed while healing9% per second
Spring stops healing below≤2%

Locked chest

Stay nearby while enemies can still attack you. Leaving drains opening progress; being large increases the interaction distance.

DetailsEffect
CollisionBlocks walking
DurabilityIndestructible
Collision radius14 world units
Opening time while nearby3.5 s
Opening progress lost after leaving1.5 s per second
Coins36
Single-pull tickets1–3
Ten-pull ticket chance15%
Held-item chance50%
ExperienceExperience required for the current level

Trap

A trap can be triggered by you or a grounded enemy. It harms nearby enemies and may also hurt or slow you. Moving away before the blast avoids the player effect.

DetailsEffect
CollisionCan be walked over
DurabilityIndestructible
Collision radius9 world units
ActivationPlayer within 13 world units, or a grounded enemy steps on it.
Effect radius74 world units
Player damage radius51.8 world units
Poison trapEnemy: 14 + 3 × player level and 5 poison stacks. Player: 10% maximum HP before defense.
Sticky trapEnemy: 4 damage, 65% slow for 4.5 s. Player: 50% movement speed for 3.5 s.
Explosive trapEnemy: 90 + 18 × player level. Player: 20% maximum HP before defense.

Fury altar power

The power lasts for this run’s listed duration. Its multiplier is applied and removed when the power expires; it does not buy a permanent upgrade.

DetailsEffect
Duration25 s
Attack damage×2

Lightning altar power

The power lasts for this run’s listed duration. Its multiplier is applied and removed when the power expires; it does not buy a permanent upgrade.

DetailsEffect
Duration25 s
Movement speed×1.45

Magnet altar power

The power lasts for this run’s listed duration. Its multiplier is applied and removed when the power expires; it does not buy a permanent upgrade.

DetailsEffect
Duration25 s
Pickup radius×4

Haste altar power

The power lasts for this run’s listed duration. Its multiplier is applied and removed when the power expires; it does not buy a permanent upgrade.

DetailsEffect
Duration25 s
Attack cooldown×0.6