| Component | Points | What counts |
|---|---|---|
| Badges | 100 | Each Gym Badge earned |
| Elite Four beaten | 60 | Each Elite Four member defeated (0 to 4) |
| Achievements | 25 | Each hidden achievement unlocked this run (see below) |
| Trainers beaten | 25 | Every route/NPC trainer beaten |
| Pokemon caught | 15 | Total catches this run |
| Gold earned | 1 | Total Gold at the end of the run |
At the end of each run, you can unlock hidden achievements based on how you played. They show up on your result card:
| Achievement | How to unlock |
|---|---|
| Comeback Kid | Won a battle with only 1 Pokemon left standing at below 20% HP |
| Evolution Chain | Evolved more than 7 different Pokemon |
| Flawless Victory | Beat the Elite Four without any Pokemon fainting |
| Gold Digger | Ended the run with 10000 or more Gold |
| High Roller | Spent 2000 or more Gold playing Lucky Dice in a single run |
| Iron Will | Never used a Potion or Revive during the whole run |
| King of the Hill | Defeated your mode's current #1 ranked player at the Hill |
| Lucky Shine | Got at least 2 Shiny Pokemon |
| Master of One | Final team of 5 or more Pokemon all sharing the same primary type |
| Perfectionist | Caught at least 1 Pokemon and never let a wild Pokemon break free or flee the whole run |
| Reel Deal | Caught 3 or more Pokemon fishing |
| Safari Sharpshooter | Caught 5 or more Pokemon in the Safari Zone |
| Status Effect Specialist | Inflicted Poison, Sleep, or Burn 10 or more times this run |
| Underdog | Beat the Elite Four using only Pokemon with no pre-evolution or evolution at all |
| Mode | Description |
|---|---|
| Classic | The game as you know it, 3 revealed starters, 10 Gym Badges available, need 8 to advance |
| Pro | Wild encounters and starters stay covered (blind pick) until you click one to reveal it |
| Nuzlocke | Same blind picks as Pro, plus permadeath (a fainted Pokemon is gone for good), no Revives, no Casino access, pricier PokeStop restocks, better catch odds with a lower flee chance, Potion heals to full instead of half, and 3 voluntary Pokemon switches per battle instead of 1 |
Each mode has its own separate ranking.
| Status | Effect |
|---|---|
| Burn | Loses a fixed percentage of max HP at the end of each turn and deals reduced physical move damage; Fire-type Pokemon are immune |
| Poison | Loses a fixed percentage of max HP at the end of each turn, until cured or the battle ends |
| Sleep | Can't act for a random number of turns, waking up automatically afterward |
If both Pokemon in a battle land a hit that has no effect (pure type immunity, e.g. a Normal move into a Ghost-type) for 6 exchanges in a row, both are forced to use Struggle on the next exchange, a typeless attack that always connects but also deals recoil damage to whoever uses it.
Every wild encounter, starter pick, and Legendary/Mythical encounter has a small, independent chance of turning up Shiny.
During a single battle, you can use at most:
| Potion | 2 per battle |
| Revive | 1 per battle |
| Switch | 1 per battle (3 in Nuzlocke) |
The limit resets every new battle, regardless of how many you're carrying in your inventory.
Some Pokemon have more than one possible evolution path (e.g. Eevee, Poliwhirl, Kirlia). In those cases, the game randomly rolls which path your Pokemon takes, with equal odds between every option.
Exception, Mega Evolution: Pokemon with two different Mega Evolutions (Charizard, Mewtwo, Raichu, among others) let you manually choose which one to use at the moment of Mega Evolving.
A handful of Pokemon have a small passive perk just for being on your active team, a flavor nudge, never a build-defining bonus:
| Pokemon | Effect |
|---|---|
| Absol | Reveals the opponent's actual lead Pokemon before a Gym or Elite Four battle |
| Alcremie | Berry Snack and Poke Treat's catch-chance boost is 25% stronger |
| Audino | Small chance each turn to heal a teammate below 50% HP, as long as Audino itself hasn't fainted |
| Chansey / Blissey | Small chance of a free Potion or Revive after any battle win |
| Delibird | Small chance of a Gold gift after any battle win |
| Ditto | Small chance to duplicate any Pokemon you catch, straight into Storage |
| Dudunsparce | Small chance of a free Reroll Ticket whenever a new wild encounter appears |
| Farfetch'd / Sirfetch'd | Your own attacks get a small chance to land a critical hit for extra damage |
| Feebas / Milotic | 20% better bite chance on every Fishing cast |
| Gholdengo | Earns 5% more Gold from every battle win |
| Klefki | Slightly better catch chance on every throw |
| Munchlax / Snorlax | Small chance of a free Berry Snack or Poke Treat after any battle win |
| Sableye | Earns 10% more Tokens from every Lucky Dice win |
| Shuckle | Potions heal 10% more |
| Smeargle | 10% discount on PokeStop shop prices |
| Trubbish / Garbodor | Small chance of a free Pokeball or Great Ball after any battle win |
During Cruise Ship stops, a screen offers two mini-events, each usable only once for the whole run (not per stop):
Fishing: 3 free casts, each a shot at a water-dwelling Pokemon. Buy Fishing Bait at the PokeStop shop beforehand for +1 cast each, up to 5 per run.
Lucky Spin: spin a prize wheel once. Not available in Nuzlocke mode.
The game automatically saves your progress during a run. If you close your browser mid-run, you can pick up where you left off on the same device when you come back, the save stays available for up to 7 days.