Table of Contents

Daily Run

Daily Run is an alternate set seed game mode that offers a more limited challenge than Classic or Endless. It can be accessed from the main menu under “Daily Run (Beta)” and a new challenge rotates in every 24 hours. Unlike other game modes, everyone playing a given daily starts with the same challenge.

Instead of picking starters, each run begins with a premade team of three level twenty Pokémon, each with set items, natures, abilities and movesets. The total cost of the starter team adds up to ten points, with at least one Pokémon in the 4+ value range. Duplicate starters are not generated. Credit for owning the three starter Pokémon is not added to your Dex. Additionaly you start with three EXP. Alls and three Golden EXP. Charms.

Each Daily Run is composed of 50 waves, divided into five biome zones. Each 5th wave (5, 15, 25, etc.) is a trainer battle, every 10th wave is a boss Pokémon (10, 50) or Gym Leader (20, 30 and 40). All the other waves are wild Pokémon encounters which can be captured. The final boss on wave 50 in the End biome can never be caught, not even with a Master Ball. Any Pokémon caught in a Daily Run are added to your collection as normal.

• Daily Run has its own Discord channel


Schedule

The daily run resets at 12AM UTC / 8PM EST / 5PM PST, the same time the PKRS starters rotate.

Dailies saved in slots prior to rollover can still be completed for rewards, but no new instances of that daily can be made as it will have been replaced by the new day's challenge. Depending on server load it can take up to an additional minute or so after rollover for the daily to actually change.


Rewards

After any successfully completed wave that does not change biomes and fully heal the party, the standard reward screen will be offered but with no purchasable items. Only free rewards are available in Daily Run, and money is exclusively used for rerolls. Egg vouchers are also not possible as random rewards in Daily. There is no candy from captures either, unless it's a new dex registration.

Beating the final boss awards a 10x egg gatcha voucher . Three 1x regular vouchers are awarded by the Gym Leaders, or a 5x Plus voucher if that Gym Leader has never been defeated before. Only one 10x voucher can be obtained per daily puzzle, but the gym leader tickets can be earned multiple times. A previously saved Daily can be completed at a later date and still earn the 10x ticket, however no new runs of the previous day can be started after rollover.

Due to their seeded nature, Daily Run can also be a good way to capture specific legendary or rare pokemon, if one happens to show up that day. While shiny Pokémon can appear in dailies, they are client-side and set by the player's Trainer ID, and thus are not shareable. Starters can also be shiny, which may change the other starting members of the team and biomes, and will definitely alter the rewards the player recieves due to Luck.

Rare Encounters

The main attraction of Daily Runs, outside of the pure challenge or puzzle aspect, is the possibility for guaranteed spawns of rare Pokémon, IVs or abilities. There are always multiple 31 IVs found in any daily, occasionally a Hidden Ability, and rarely legendary or sub-legendary encounters. When such finds are located they will be listed in the pinned message of the Discord channel or featured in guides/videos with the steps necessary to reproduce the encounter.


Biomes

Each Daily Run begins in a randomized biome based on the daily's seed. Similarly to Classic, every ten waves the biome will change following this chart.

Whenever the biome changes, all of your Pokémon will be returned to their Pokéballs and be fully healed. This also removes any stat changes and statuses. Each daily run follows a set default path through five connected biomes, but sometimes the next biome can be switched to an alternate route by taking Lures.

Alternate Lure Routes

Alternate paths can sometimes be reached by having three or more Lures active (Lure, Super Lure, Max Lure) during the transition between biomes. Rarely two lures is sufficient and even more rarely more than three are needed. Three lures is the standard threshold for switching to an alternate route, if one exists.

Not all biomes have alternate exits. For example, Desert always leads to Ancient Ruins and then Forest, but Volcano can lead to either Beach or Ice Cave. This means that some dailies have branching paths, changing the pokemon and gyms that will be encountered. Lure routes are considered harder on average to the default route because they require taking Lure rewards over other useful picks and result in more double battles.

Depending on the starting biome and whims of the RNG, there can be multiple alternate paths or forks in the biome choices in a single Daily Run. Alternate routes are most valuable when a seeded HA (hidden ability) or ultra rare pokemon spawn exists. Even if a biome has multiple exits, it will not always be possible to switch using lures.


Randomization

Daily Runs are generated by RNG (Random Number Generator) - an algorithm determines the starters, moves, items, biome, encounters, rewards, hit chance, basically everything from the predefinied parameters for PokéRogue and the randomized starting seed. Dailies are also specifically set seed, in that the same random number is used for everyone. That's why all players get identical starters unless their Trainer ID produced a shiny.

While the starting point is fixed, the player's actions immediately begin to influence the outcome of the run. Actions known to affect the RNG include:

Not all elements of a daily are equally influenced by player actions. The final boss is static, as is the starting biome barring the very rare shiny starter circumstance. Gym Leaders only change if the a biome switch is possible or a double gym leader fight, which seem to not be seeded. Pokémon encounters are mostly affected by the presence or lack of lures, but may be influenced by reloads rarely. Item rewards are the most variable and sensitive to player actions, and can vary widely almost immediately.

The effects of different browsers and reloads influencing RNG are not intentional and the development team is actively working on eliminating these triggers.

The RNG determines the likelihood of success for Pokémon captures, if a move hits or misses, triggers of percentage items such as Quick Claw and secondary move effects like poison burn and freeze. Doing the same set of actions repeatedly in the same circumstances yields the same results - for example if a Pokémon can be immediately caught turn 1 with a Poké Ball at full HP, it should be catchable like that for everyone doing the same daily.

Score

The score, previously used for global leaderboards, is calculated based on the experience value, quantity and speed of Pokémon defeated, either via KO or capture. For a high score, ideally you want to defeat as many Pokémon as possible in as few turns as possible. Lures are key to getting a higher score, as they increase the number of double battles. 2500 points are also awarded for beating the final boss. Money does not influence final score.