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.
The map is generated in chunks. Distances below are world units, not Pokémon main-series stats.
Details
Effect
Tile width
32 world units
Chunk width
512 world units
Shadow Forest
A wooded biome with water pools and trees. Water types avoid the pool movement penalty.
Details
Effect
Terrain in pools
Water
Crystal Cave
A crystal biome with water pools. Crystals and rocks shape the available routes.
Details
Effect
Terrain in pools
Water
Ash Volcano
A volcanic biome with lava. Fire Pokémon avoid lava damage; other types should use clear ground.
Details
Effect
Terrain in pools
Lava
Water
The penalty applies while standing in the pool. An unaffected type on a dual-type Pokémon is enough to avoid it.
Details
Effect
Player movement speed
60% of normal speed
Grounded enemy movement
55% of normal speed
Unaffected types
Water
Swamp
Swamp slows more than ordinary water. Water types avoid the slowdown.
Details
Effect
Player movement speed
45% of normal speed
Grounded enemy movement
45% of normal speed
Unaffected types
Water
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.
Details
Effect
Player damage before defense
5 / 3% × maximum HP (whichever is larger)
Grounded enemy damage
6 + 4% × maximum HP
Damage interval
0.5 s
Unaffected types
Fire
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.
Details
Effect
Player damage before defense
3 / 1.75% × maximum HP (whichever is larger)
Grounded enemy damage
6 + 4% × maximum HP
Damage interval
0.5 s
Unaffected types
Poison / 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.
Details
Effect
Player damage before defense
4 / 2.25% × maximum HP (whichever is larger)
Grounded enemy damage
6 + 4% × maximum HP
Damage interval
0.7 s
Unaffected types
Electric / Ground
Ice
Movement gains momentum and changes direction gradually. Ice types avoid the sliding effect.
Details
Effect
Movement on ice
Gradual acceleration; movement target ×1.15
Unaffected types
Ice
Tree
A permanent obstacle. Walk around it rather than spending attacks trying to break it.
Details
Effect
Collision
Blocks walking
Durability
Indestructible
Collision radius
13 world units
Rock
Break it with attacks to clear a route. Drop checks share one random draw, so some rewards can occur together.
Details
Effect
Collision
Blocks walking
Durability
34
Collision radius
12 world units
Experience drop chance
40% · 6 Experience
Coin drop chance
25% · 2 Coins
Healing drop chance
6%
Breakable chest
Attack until its durability is depleted, then collect the drops. A held item is possible but not guaranteed.
Details
Effect
Collision
Blocks walking
Durability
22
Collision radius
12 world units
Coins
12–21
Experience
20
Berry or magnet
50% each
Held-item chance
8%
Tall grass
Attacks cut the grass. A coin and a healing berry are alternative outcomes for the same patch.
Details
Effect
Collision
Can be walked over
Durability
1
Collision radius
14 world units
Healing drop chance
5%
Coin drop chance
6% · 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.
Details
Effect
Collision
Blocks walking
Durability
Indestructible
Collision radius
9 world units
Duration
25 s
Activation
Touch 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.
Details
Effect
Collision
Can be walked over
Durability
Indestructible
Collision radius
22 world units
Effect radius
26 world units
Healing while standing in range
14% × maximum HP per second
Full spring recharge
45 s
Spring charge consumed while healing
9% 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.
Details
Effect
Collision
Blocks walking
Durability
Indestructible
Collision radius
14 world units
Opening time while nearby
3.5 s
Opening progress lost after leaving
1.5 s per second
Coins
36
Single-pull tickets
1–3
Ten-pull ticket chance
15%
Held-item chance
50%
Experience
Experience 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.
Details
Effect
Collision
Can be walked over
Durability
Indestructible
Collision radius
9 world units
Activation
Player within 13 world units, or a grounded enemy steps on it.
Effect radius
74 world units
Player damage radius
51.8 world units
Poison trap
Enemy: 14 + 3 × player level and 5 poison stacks. Player: 10% maximum HP before defense.
Sticky trap
Enemy: 4 damage, 65% slow for 4.5 s. Player: 50% movement speed for 3.5 s.
Explosive trap
Enemy: 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.
Details
Effect
Duration
25 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.
Details
Effect
Duration
25 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.
Details
Effect
Duration
25 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.