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Dondokomon

FAQ

How does scoring work?

ComponentPointsWhat counts
Badges100Each Gym Badge earned
Elite Four beaten60Each Elite Four member defeated (0 to 4)
Achievements25Each hidden achievement unlocked this run (see below)
Trainers beaten25Every route/NPC trainer beaten
Pokemon caught15Total catches this run
Gold earned1Total Gold at the end of the run

Achievements

At the end of each run, you can unlock hidden achievements based on how you played. They show up on your result card:

AchievementHow to unlock
Comeback KidWon a battle with only 1 Pokemon left standing at below 20% HP
Evolution ChainEvolved more than 7 different Pokemon
Flawless VictoryBeat the Elite Four without any Pokemon fainting
Gold DiggerEnded the run with 10000 or more Gold
High RollerSpent 2000 or more Gold playing Lucky Dice in a single run
Iron WillNever used a Potion or Revive during the whole run
King of the HillDefeated your mode's current #1 ranked player at the Hill
Lucky ShineGot at least 2 Shiny Pokemon
Master of OneFinal team of 5 or more Pokemon all sharing the same primary type
PerfectionistCaught at least 1 Pokemon and never let a wild Pokemon break free or flee the whole run
Reel DealCaught 3 or more Pokemon fishing
Safari SharpshooterCaught 5 or more Pokemon in the Safari Zone
Status Effect SpecialistInflicted Poison, Sleep, or Burn 10 or more times this run
UnderdogBeat the Elite Four using only Pokemon with no pre-evolution or evolution at all

Game modes

ModeDescription
ClassicThe game as you know it, 3 revealed starters, 10 Gym Badges available, need 8 to advance
ProWild encounters and starters stay covered (blind pick) until you click one to reveal it
NuzlockeSame 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.

Battle status effects

StatusEffect
BurnLoses a fixed percentage of max HP at the end of each turn and deals reduced physical move damage; Fire-type Pokemon are immune
PoisonLoses a fixed percentage of max HP at the end of each turn, until cured or the battle ends
SleepCan't act for a random number of turns, waking up automatically afterward

Struggle

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.

Shiny Pokemon

Every wild encounter, starter pick, and Legendary/Mythical encounter has a small, independent chance of turning up Shiny.

Battle item limits

During a single battle, you can use at most:

Potion2 per battle
Revive1 per battle
Switch1 per battle (3 in Nuzlocke)

The limit resets every new battle, regardless of how many you're carrying in your inventory.

Multi-path evolution

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.

Pokemon special abilities

A handful of Pokemon have a small passive perk just for being on your active team, a flavor nudge, never a build-defining bonus:

PokemonEffect
AbsolReveals the opponent's actual lead Pokemon before a Gym or Elite Four battle
AlcremieBerry Snack and Poke Treat's catch-chance boost is 25% stronger
AudinoSmall chance each turn to heal a teammate below 50% HP, as long as Audino itself hasn't fainted
Chansey / BlisseySmall chance of a free Potion or Revive after any battle win
DelibirdSmall chance of a Gold gift after any battle win
DittoSmall chance to duplicate any Pokemon you catch, straight into Storage
DudunsparceSmall chance of a free Reroll Ticket whenever a new wild encounter appears
Farfetch'd / Sirfetch'dYour own attacks get a small chance to land a critical hit for extra damage
Feebas / Milotic20% better bite chance on every Fishing cast
GholdengoEarns 5% more Gold from every battle win
KlefkiSlightly better catch chance on every throw
Munchlax / SnorlaxSmall chance of a free Berry Snack or Poke Treat after any battle win
SableyeEarns 10% more Tokens from every Lucky Dice win
ShucklePotions heal 10% more
Smeargle10% discount on PokeStop shop prices
Trubbish / GarbodorSmall chance of a free Pokeball or Great Ball after any battle win

Cruise Casino (Fishing and Lucky Spin)

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.

Automatic save

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.