Table of Contents

Mechanics


Lures and Double Battles

Lures are items that you can sometimes find in between fights. Each individual lure doubles the chance of a double battle. 1 lure = 2x, 2 lures = 4x, etc.

Normal encounters have a 1/8 chance of being a double battle.

Bosses have a 1/32 chance of being a double battle.

This means that if you have 3 lures, you guarantee all normal encounters will be double battles. If you manage 5 lures, you guarantee all of your encounters will be double battles, including bosses.

If your lead Pokémon has No Guard, Illuminate, or Arena Trap, it functions as you having a lure.


Pokérus

Pokérus is a virus that gives a 1.5x increase to exp gain to Pokémon that have it. When selecting Pokémon for a new run, a purple border is shown around 3 random starters that have Pokérus.

Which Pokémon have Pokérus is reset daily at 12AM UTC / 8PM EST / 5PM PST. Pokérus has a 1/10 chance to spread to each of your Pokémon at the start of every battle.


Shinies and Luck

Shinies in this game are more than just cosmetic.

Click here to see the odds of tiering up based on luck points

Luck Points Letter Grade Tier Up Odds % Chance
0 D 4/128 3.12%
1 C 4/102 3.92%
2 C+ 4/85 4.70%
3 B- 4/73 5.48%
4 B 4/64 6.25%
5 B+ 4/56 7.14%
6 A- 4/51 7.84%
7 A 4/46 8.70%
8 A+ 4/42 9.52%
9 A++ 4/39 10.3%
10 S 4/36 11.1%
11 S+ 4/34 11.8%
12 SS 4/32 12.5%
13 SS+ 4/30 13.3%
14 SSS 4/28 14.3%


Extra details about Shiny Pokémon


Luck Based Encounters

Currently, Luck also increases the odds of seeing Pokémon from rarer tiers.

For further details on encounters see here.


Variants

Thanks to our talented community artists there are also variant shinies. Variants are additional palette swaps of existing Pokémon that are rarer than regular shinies:

(Not all variants are currently obtainable due to missing artwork but will be added with future updates. See last column for the current estimated chance)

40.8% of variants are finished as of 05/29/2024

Rarity Chance when all variants are available Estimated chance as of 05/29/2024
Common 60% 83.68%
Rare 30% 12.24%
Epic 10% 4.08%

Click here to see more detailed shiny chances

Wild Encounter

Shiny Charm(s) Shiny Rate Common Rare* Epic*
0 1/2048 (0.049%) 0.029% 0.015% 0.005%
1 1/256 (0.391%) 0.234% 0.117% 0.039%
2 1/128 (0.781%) 0.469% 0.234% 0.078%
3 1/64 (1.563%) 0.938% 0.469% 0.156%
4 1/32 (3.125%) 1.875% 0.938% 0.313%

*Rare and Epic shiny rates are only valid for species with all 3 variants (WIP)


Hatching

Egg Gacha Shiny Rate Common Rare Epic
Move/Legend UP! 0.781% 0.469% 0.234% 0.078%
Shiny UP! 1.563% 0.938% 0.469% 0.156%


Fusion

When you get a DNA Splicer item, you may use it on 2 Pokémon in your party. What the resulting Pokémon looks like is determined as so:

There are some downsides to fusing Pokémon:



Time of Day

The time of day cycles with a loop of 40 waves: It is Day for 15 waves, Dusk for 5 waves, Night for 15 waves, then Dawn for 5 waves.

At the start of a run, the time of day is randomly set to a multiple of 5 in the loop (from 0 to 35, inclusive). Thus, the first time change will occur on wave 6, 11, or 16.

It is always Night in the Abyss.

There is also a Arena Effects Flyout option in the settings that lets you see the current in-game time of day icon. By holding V, you can see:


Candies


Starter Candies, Cost Reductions, and Passives

In PokéRogue, catching, hatching and raising friendship with Pokémon provides candies for each individual species of Pokémon, these candies can currently be used on the starter select screen to do three things:

Information about how to earn these candies, and how many candies each tier of starter costs for their improvements can be found Here on the wiki's Starters page.


Candy Friendship

Candy Friendship is a mechanic that allows Candies to be obtained by increasing a Pokémon’s Friendship.

Each time a Pokémon gains or loses points in Friendship, it will gain or lose an equal number of points in Candy Friendship(Double the amount of points in Classic mode). Candy Friendship points will accumulate until they reach a certain threshold, at which point a Candy for that Pokémon will be received and the Candy Friendship points for that Pokémon will be reset to zero. This process can be repeated indefinitely. A Pokémon’s Candy Friendship points are accumulated and shared across all runs where that Pokémon is used.

You will never lose a candy from losing Candy Friendship, you will stop losing points when you hit 0 progress towards your next Candy.

If a Pokémon gains more Candy Friendship points than are needed to meet their threshold, the extra points will not carry over when the Candy Friendship points are reset to zero.

The number of Candy Friendship points can be seen in the Summary screen located in the top left, as well as in the starter select screen. When hovering a mouse cursor over the Candy icon, a pop-up will display the number of points currently accumulated along with the total number of points needed to reach that Pokémon’s Candy Friendship threshold.


Thresholds

A Pokémon’s Candy Friendship threshold is dependent on that Pokémon’s original starter cost.

Click here to see all Candy Friendship Thresholds

Pokémon Cost Candy Friendship Threshold
1 20
2 40
3 60
4 100
5 140
6 180
7 280
8 450
9 450
10 600
Note that cost reductions do not change where your Pokémon falls on this table.


Earning Candy

Below is a table for the required number of Pokémon to defeat before earning 1 candy. The number in parenthesis is the number required in classic mode to earn 1 candy.

Click here to see all victories needed to earn candy by starter cost

Starter Cost No Soothe Bells 1 Soothe Bell 2 Soothe Bells 3 Soothe Bells
1 10 (5) ~7 (~4) 5 (~3) 4 (2)
2 20 (10) ~14 (~7) 10 (5) 8 (4)
3 30 (15) 20 (10) 15 (~8) 12 (6)
4 50 (25) ~34 (~17) 25 (~13) 20 (10)
5 70 (35) ~47 (~24) 35 (~18) 28 (14)
6 90 (45) 60 (30) 45 (~23) 36 (18)
7 140 (70) ~94 (~47) 70 (35) 56 (28)
8 225 (~113) 150 (75) ~113 (~57) 90 (45)
9 225 (~113) 150 (75) ~113 (~57) 90 (45)
10 300 (150) 200 (100) 150 (75) 120 (60)


Standard Friendship

A Pokémon’s Friendship is mechanically similar to its usage in the mainline games. Increasing your Friendship high enough with certain Pokémon will cause them to evolve (such as with Pichu evolving into Pikachu). Friendship also affects the power of certain moves (such as with Pika Papow).

Currently in PokéRogue, Friendship is increased through two different events: Battling and Rare Candies. Conversely, Friendship is decreased whenever your Pokémon faints. Battling in this instance refers to:

Pokémon will receive a set amount of Friendship when given a Rare Candy. Candy Jars will not increase the amount of Friendship received. Candy Jars simply increase the number of levels gained per Rare Candy. They do not increase the number of Rare Candies given to Pokémon.

Rarer Candies offers the same amount of Friendship increase as a standard Rare Candy, but will increase the Friendship of all Pokémon in a trainer's party.

If a Pokémon revives via a held Reviver Seed, Friendship will not be lost as the Pokémon does not faint due to the Reviver Seed activation.

Friendship Event Friendship Gained or Lost
Battling +2
Rare Candy +5
Fainting -10


Bosses


Boss Shields

Bosses will have their health bar divided into segments. Normally, you may not deal damage past 1 segment's threshold at a time.

Whenever their shield is broken, bosses will randomly increase their Attack, Defense, Special Attack, Special Defense, or Speed by 1 stage for each of their broken shields.

Once you reach the threshold of a segment, that shield becomes “broken” and you can deal damage past it.

However, you can break through multiple shields at once if your damage overflows past the threshold. To break through additional shields, you must deal 2^X times more damage, where X is the number of shields broken.

The only exception is for the final boss of classic mode, where you can never deal enough damage to break all of it's shields on the first turn.

The damage required up to 5 segments is listed below, past this the damage required doubles per shield.

Damage Additional Shields Broken
2x 1
4x 2
8x 3
16x 4
32x 5


Additional Boss Details

Bosses have both an Ability and a Passive. For more explanations on Passives, you can consult the Starter page.

Bosses are immune to the moves Destiny Bond, Perish Song, Pain Split, and Endeavor.

Bosses are immune to OHKO effects, OHKO moves will have 200 Power against bosses.

Bosses have access to TMs for their moveset.


Catching A Boss

It's possible to catch any boss Pokémon once they have lost all of their shields. You may catch them at full health if you have a Master Ball however, allowing you to bypass the fight entirely.

The only exceptions to this are when you are in the End biome. You may not catch any Pokémon in this biome unless you already own one of them and are in Classic Mode.

Catching a boss that has an active passive does not enable you to use that passive, or unlock it for your starter.