gameplay:mechanics

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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.

  • Catching or hatching shiny Pokémon rewards more Candies than non-shiny Pokémon. Higher rarity shiny tiers reward even more Candies.
  • Shiny Pokémon in your party that are not fainted increase the odds at tiering up an item in the shop. Regular shinies add 1 point to luck, rare shinies add 2 points to luck, and epic shinies add 3 points to luck. The effects are capped when the total of luck points is 14.

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%


  • Fusing 2 shinies combines their Luck Points.
  • When choosing a Pokémon as a starter, their luck stat will always reflect the highest tier of shiny you have in your starter dex, for example if you have an Epic variant for Nincada, choosing non shiny Nincada as a starter will still give you 3 luck.
  • The odds of finding a wild shiny Pokémon are 1/2048. These odds go up to 1/256 (0.39%) if you have 1 Shiny Charm, and then double for every extra Shiny Charm you have to 1/128, 1/64 and 1/32.
  • The odds of hatching a shiny Pokémon are 1/128 from both the Move UP! and Legendary UP! Gacha machines. From the Shiny UP! Gacha machine, the rate goes up to 1/64.
  • When hatching a shiny Pokémon, each IV is rolled for twice, and the highest of the 2 numbers for each stat is chosen.


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

  • For standard encounters the odds of a common encounter are reduced by double your luck value, from 512 to 484, which increases the likelihood of rarer encounters.
  • For boss encounters the odds of a common boss encounter are reduced by half your luck value, from 64 to 57, which increases the likelihood of rarer boss encounters.

For further details on encounters see here.


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

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)


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:

  • Base stats are averaged
  • Moves, learnsets, and items are combined
  • Fusing 2 shinies combines their Luck Points.
  • Comes from 1st Pokémon
    • Level
    • IVs
    • Nature
    • 1st Type
    • Passive
  • Comes from 2nd Pokémon
    • 2nd or only Type
    • Ability
    • Tera Type, if both Pokémon are Terastalized

There are some downsides to fusing Pokémon:

  • You can unsplice for free at any time from the party menu, but the 2nd Pokémon WILL be lost.
  • When catching a fused Pokémon you only gain candy for the 1st Pokémon in the fusion.
  • When using a fused Pokémon, Candy Friendship is split between both Pokémon in the fusion
  • You cannot unpause evolution if the 1st Pokémon cannot evolve further.



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:

  • Dawn
  • Day
  • Dusk
  • Night


Candies


In PokéRogue, catching (except for already owned Pokémon in Daily Runs), hatching and raising friendship with Pokémon provides candies for each individual species of Pokémon. These can be currently used on the starter select screen to do three things:

  • Unlock that starter's Passive Ability, these are base game Abilities that you can toggle on and off that function on your starter in addition to their regular ability, passives are only available on new runs after you unlock them, they are not retroactively activated.
  • Reduce the starting cost of your various starters permanently, twice. For Example, reducing your Cyndaquil's starting cost from 3 to 2, and then 1. Or your Rattata from 1 to 0.5, and then 0.25.
  • Once the Passive Ability has been unlocked, buying eggs for the species is unlocked as an option. These eggs have increased odds on IV, shiny chance, hidden ability, and egg move unlock.

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 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 are gained in Classic Mode and Challenge 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.


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.


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:

  • Participating in a successful battle (switching out a Pokémon mid-battle still rewards Friendship to that Pokémon if the opposing Pokémon is defeated or caught)
  • Defeating a Pokémon
  • Catching a Pokémon

Pokémon will receive a set amount of Friendship when given a Rare Candy. Candy Jars will not increase the amount of Friendship received, just the number of levels gained per Rare Candy.

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


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. Held items will not heal the Boss past its previous segments, but moves can.

You can break through multiple shields at once if your damage overflows past the threshold. To do so, 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


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 instead deal 200 Power against bosses.

Bosses have access to TMs for their moveset.


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. The final boss also has a different requirement, which can be seen here.

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



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  • Last modified: 2024/07/08 07:13
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