gameplay:modes [PokéRogue Wiki] (2024)

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Classic mode by default is the only mode available in PokéRogue other than Daily Run. When you start a new game you are taken to a starter select screen where you may choose any owned starters you have for use.

The maximum combined Starter Cost you can bring is 10.

There are also level caps for your Pokémon in Classic Mode. For every 10 waves completed, the level cap increases. You can bypass the level cap only by using Rare Candies.

Click here to see all level caps

Waves 0-10: Level 10

Waves 11-20: Level 16

Waves 21-30: Level 24

Waves 31-40: Level 32

Waves 41-50: Level 38

Waves 51-60: Level 48

Waves 61-70: Level 56

Waves 71-80: Level 64

Waves 81-90: Level 74

Waves 91-100: Level 84

Waves 101-110: Level 94

Waves 111-120: Level 104

Waves 121-130: Level 114

Waves 131-140: Level 126

Waves 141-150: Level 138

Waves 151-160: Level 150

Waves 161-170: Level 162

Waves 171-180: Level 174

Wave 181-190: Level 188

Waves 191-200: Level 200

To see exactly which waves during your run have fixed trainer battles, Click Here!

Fixed Trainer Battles in Classic

  • Wave 5 - Youngster Trainer

  • Wave 8 - Rival 1

  • Wave 20 - Gym Leader 1 or Wild Pokémon

  • Wave 25 - Rival 2

  • Wave 30 - Gym Leader 1 or Wild Pokémon

  • Wave 35 - Evil Grunt 1

  • Wave 50 - Gym Leader 2 or Wild Pokémon

  • Wave 55 - Rival 3

  • Wave 60 - Gym Leader 2 or Wild Pokémon

  • Wave 62 - Evil Grunt 2

  • Wave 64 - Evil Grunt 3

  • Wave 66 - Evil Grunt 4

  • Wave 80 - Gym Leader 3 or Wild Pokémon

  • Wave 90 - Gym Leader 3 or Wild Pokémon

  • Wave 95 - Rival 4

  • Wave 110 - Gym Leader 4 or Wild Pokémon

  • Wave 112 - Evil Grunt 5

  • Wave 114 - Evil Grunt 6

  • Wave 115 - Evil Team Leader

  • Wave 120 - Gym Leader 4 or Wild Pokémon

  • Wave 140 - Gym Leader 5 or Wild Pokémon

  • Wave 145 - Rival 5

  • Wave 150 - Gym Leader 5 or Wild Pokémon

  • Wave 165 - Evil Team Leader Rematch

  • Wave 170 - Gym Leader 6 or Wild Pokémon

  • Wave 180 - Gym Leader 6 or Wild Pokémon

  • Wave 182 - Elite Four 1

  • Wave 184 - Elite Four 2

  • Wave 186 - Elite Four 3

  • Wave 188 - Elite Four 4

  • Wave 190 - Champion

  • Wave 195 - Rival 6

  • Wave 200 - Eternatus

Biomes

Every 10 waves the biome will change following this chart.

Whenever the biome changes, all of your Pokémon will be returned to their Poké Balls and be healed. This also removes any stat changes.

Having a map allows you to choose which biome you go to next from the connected biomes. If you find a map in Town, you get the choice between Plains, Metropolis, and Lake.

The % chances on the biome chart are the chances of the biome appearing as a route your player can take. If you have the map item, you have that % chance of being able to select that biome.

Standard Trainers and Gym Leaders

Standard Pokémon Trainers will challenge you during your run, appearing randomly after you leave the Town biome, as well as a guaranteed fight on wave 5 against a Youngster.

There's a 50% chance of a run having its first gym leader battle on wave 20, and an equal chance of it happening on wave 30. After that, gym leaders are at predetermined waves, spawning every 30 waves after your first gym battle.

For info on which gym leaders spawn in which biomes, and a glimpse at what Pokémon they might have on their team, visit the biomes page and look for the biome you're in, or you can navigate to this page for a full list.

Evil Teams

Evil Teams will accost you during your run. Your first encounter with the Team Grunts will be on wave 35, they will then appear on waves 62, 64, 66, 112, and 114, you will then be challenged by the leader of the Evil Team on waves 115 and 165.

For more information on possible team compositions for the members of the Evil Teams, Click Here!

The Elite Four and Champion

The Elite Four and Champion will always be from the same region. You will face off against the Elite Four on waves 182, 184, 186, and 188 before fighting the champion on wave 190.

For more information on team compositions and mechanics for the Elite Four, Click Here!

And for information on team compositions and mechanics for the Champion, Click Here!

Rival Fights

Your Rival will challenge you at the same waves of every classic run. Those waves are: 8, 25, 55, 95, 145, and 195.

On the first and second rival encounter, after defeating them you will be given an EXP Share.

Your Rival will randomly pick a starter from the mainline games. In the first fight, it'll be stage 1. It will evolve with every subsequent fight until it reaches its full evolution. From fight 4+, it will always be terastallized. Regional variants of starters cannot be used by the Rival.

Your Rival will also randomly pick 1 bird from Pidgey, Hoothoot, Taillow, Starly, Pidove, Fletchling, Pikipek, Rookidee, and Wattrel. If it's a 3 stage evolution, it'll evolve at the 2nd and 3rd fight. If it's a 2 stage evolution, it will only evolve at the 3rd fight.

The 3rd Pokémon will be a single stage evolution with at least 450 BST that isn't a legendary, mythical, Eternal Floette, or Bloodmoon Ursaluna.

The 4th and 5th Pokémon will be fully evolved 540+ BST multi-stage evolutions that don't overlap in typings.

The 6th and last Pokémon will be a Rare Shiny Rayquaza that will be Mega Evolved on the last fight.

Your Rival will gain 1 Pokémon per encounter you have with them.

Boss Pokémon

Every 10 waves, if you do not fight a gym leader, a Boss Pokémon will spawn. These Pokémon have shields on their health that make it harder to make them faint. You cannot catch a Boss Pokémon until their health bar is in the last segment.

End Biome

Waves 191-200 will take place in the End Biome. In this biome, Paradox Pokémon will spawn every wave. If you have hatched the Paradox Pokémon you're fighting before, you can throw Poké Balls to try and catch a second one. Otherwise, Pokémon in the End Biome are uncatchable.

Final Boss

On wave 200, you will face off against the final boss of classic mode: Eternatus. Their moveset is Eternabeam, Sludge Bomb, Dragon Dance, and Cosmic Power.

After Eternatus gets down to their last shield (their HP cannot not be further lowered), they will transform into Eternamax Eternatus, restore their health and shields, gain an additional shield and obtain a Mini Black Hole. Status conditions and existing effects such as from Leech Seed are removed and one of their stats will be sharply raised. However, any stat changes from the first phase will be carried over.

After they Eternamax, the battle transitions into a double battle and Eternamax Eternatus' moveset changes to: Dynamax Cannon, Cross Poison, Flamethrower, and Recover. This Recover is set to only have 1 max PP as opposed to the base 5 it typically has, but can still be restored via Leppa Berry.

Once you meet the requirements to unlock Eternatus, you may catch them if they are on their last shield. For more information, see here.

If your Pokémon is over level 200, Eternatus' Dynamax Cannon will deal more damage, scaling with how far over the level cap your Pokémon is.Like in the games, Encore fails against Dynamax Cannon.

% Over Level Cap Level Range Base Power
0%≤200100 (Default)
1%201-202120
2%203-204140
3%205-206160
4%207-208180
5%+209+200

Rewards for Winning

Upon winning Classic Mode, you will earn a Ribbon and an Egg Voucher Plus for each of the starters of the Pokémon in your party only once. If you have a DNA Spliced Pokémon, only the Primary (1st) in the fusion will receive a Ribbon and Egg Voucher Plus.

You will get both the Ribbons and Egg Vouchers for the Pokémon and its previous evolutions if there are multiple starters in that line. You will not receive additional Ribbons or Egg Vouchers for any other final evolution from that starter if it was not on your winning team.

Examples:

1) Winning with an Azumarill will give you Ribbons and Egg Vouchers for both the Marill and Azurill starters.

2) Winning with a Hitmonlee with give you Ribbons and Egg Vouchers for both the Hitmonlee and Tyrogue starters, but not Hitmonchan.

Click here for a full list of Pokémon who can receive 2x rewards

>> Go to this page.

>> Go to this page.

Daily Run

Daily Run is an alternate 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 starts with the same challenge based on a set seed for that day.

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. Additionally 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

Beating the final boss awards a 1x Egg Voucher Premium gameplay:modes [PokéRogue Wiki] (1). Three 1x Regular Egg Vouchers gameplay:modes [PokéRogue Wiki] (2) are awarded by the Gym Leaders, or a 5x Egg Voucher Plus gameplay:modes [PokéRogue Wiki] (3)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 Pokémon, if one happens to show up that day.

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 (HA), 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.

HAs and rare encounters may require a specific number of active Lures, and often duplicate across alternate routes but with different Pokémon. For example, if an Ultra Rare Suicune is found in Lake on wave 45, it's possible an UR Kartana or Wo-Chien could be found in the w45 Forest, as both are possible exits from Snowy Forest. Sometimes alternate paths do not have parallel encounters, either due to whims of the RNG or there being no entry for that category (Super Rare/Ultra Rare) in the second biome. Hidden Abilities often duplicate themselves across alternate routes as well, unless the encountered Pokémon doesn't have a HA.

Shinies

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 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. The final uncatchable boss and trainer Pokémon can also be shiny.

Completion Hunting

Certain Pokémon are only available to be seen in Daily Run. This includes legendaries like Mew, Celebi, Victini, Deoxys, and Pecharunt which can appear as the wave 50 final boss. Trainers in Daily Runs may also have Pokémon that do not otherwise appear in the wild or are extremely difficult to see/encounter. PokéRogue keeps separate track of “Species Seen” - met in the wild or evolved, and “Starters”, which can be hatched.

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 Poké Balls 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 Pokémon 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 Pokémon spawn exists. Even if a biome has multiple exits, it will not always be possible to switch using lures.

Items

Each of the three starters is given three items to begin the run with. These can be any held item such as berries, move type boosters, utility items or vitamins. Duplicates are allowed, and type boosters are often not assigned to the correct Pokémon initially. If the RNG attemps to assign an ineligible item (“The stack for this item is full.”, the run will start with extra Poké Balls instead. This happens when a second Reviver Seed is rolled or vitamins a Pokémon's IVs are too low for.

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.

The viability of many items is different in Daily vs. the more familiar Classic or Endless modes.

Item ⇅ Details
gameplay:modes [PokéRogue Wiki] (4) Poké Balls
  • More valuable the higher tier they are and the earlier the better.

  • Catching Pokémon can often cost less resources than fighting them.

gameplay:modes [PokéRogue Wiki] (5) TMs
  • Strong attacks for type coverage or raw power are always useful.

  • Most TMs are easy skips.

  • TMs Page

gameplay:modes [PokéRogue Wiki] (6)gameplay:modes [PokéRogue Wiki] (7)gameplay:modes [PokéRogue Wiki] (8) Mega Bracelet, Dynamax Band and Tera Orb
  • Mostly dead picks due to the short nature of Daily and much more limited team choice.

  • The odds of getting the actual evolution item afterwards are low.

gameplay:modes [PokéRogue Wiki] (9)gameplay:modes [PokéRogue Wiki] (10) Evolution Items
  • Can be challenging to find, extremely strong if located early in the Daily.

  • Well worth checking rerolls for.

gameplay:modes [PokéRogue Wiki] (11) Lock Capsule
  • Too expensive to use with limited funds and floors.

gameplay:modes [PokéRogue Wiki] (12)gameplay:modes [PokéRogue Wiki] (13)gameplay:modes [PokéRogue Wiki] (14) Money
  • Helpful for attaining extra rerolls.

  • Since there are no purchasable items, rerolls are highly incentivized.

  • Diminishing value in late game for Golden Punch/Amulet Coin.

gameplay:modes [PokéRogue Wiki] (15) Memory Mushroom
  • High priority to fix newly caught Pokémon who are missing a key levelup move.

  • More valuable in the later stages or after evolutions.

gameplay:modes [PokéRogue Wiki] (16) Reviver Seed
  • High priority pick at any point, can be critical for setting up against a boss.

gameplay:modes [PokéRogue Wiki] (17)gameplay:modes [PokéRogue Wiki] (18) Berries
  • Sitrus, Enigma and Lum are good if you don't need immediate healing.

  • Leppa can be clutch for a strong move with low PP.

  • Low priority choices if none of the other rewards are better.

gameplay:modes [PokéRogue Wiki] (19)gameplay:modes [PokéRogue Wiki] (20) Rare Candies and Candy Jars
  • Power levelling a single ace can make tough fights much easier and gives access to more moves.

  • Candy Jars are hard to find but valuable early.

gameplay:modes [PokéRogue Wiki] (21)gameplay:modes [PokéRogue Wiki] (22) Type Boosting Held Items
  • Rare and desirable regardless of progress.

  • Even 2-3 of these can dramatically improve an otherwise average sweeper.

  • Worth considering catching & releasing any Pokémon with a held item that your team can use.

gameplay:modes [PokéRogue Wiki] (23) Vitamins
  • Not as useful as item boosters since they cannot be transferred.

  • Protein/Calcium/Carbos worth taking for a high base stat ace / designated sweeper.

gameplay:modes [PokéRogue Wiki] (24)gameplay:modes [PokéRogue Wiki] (25)gameplay:modes [PokéRogue Wiki] (26) Grip Claw, Quick Claw, King's Rock
  • Nice to have but not a necessity.

  • Flinch and priority are unreliable.

  • Daily doesn't have as many good items to steal and only 50 waves.

  • Can alter the RNG.

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:

  • Catching vs. KO'ing a Pokémon

  • Number of turns taken

  • Moves used / PP remaining

  • Number of Pokémon

  • Party order

  • Party moves known

  • Total party health / status

  • Luck (from shinies)

  • Browser

  • Reloads

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.

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Endless Mode is a new game mode that is only unlocked after beating Classic Mode for the first time. Just like Classic, when starting a new game you are allowed to choose any starters you own. However, in Endless Mode the maximum starter cost is raised to 15, allowing you to start with even more powerful Pokémon.

As the name suggests, Endless Mode tries to go on forever. However, currently Endless Mode stops at wave 5850 and you get the message: “Congratulations on reaching the current end! More content is coming soon.”

In Endless Mode, biomes typically change every 1-4 waves, but can last as many as 10 on rare occasions.

How many waves you stay in a biome is randomly determined. The percent chance of changing biomes increases the more waves you stay in one.

Just like classic mode, Endless Mode switches biomes in the same order that the chart shows. Additionally, every 50 waves you will travel to the ??? biome and encounter a boss there, after this you will be sent to a new random biome.

Whenever the biome changes, all of your Pokémon will be returned to their Poké Balls. This also removes any stat changes.

There is no Map item in Endless Mode.

Every 50 waves you will face off against a random Paradox Boss, every 250 waves you will face off against Eternatus, and every 1000 waves you will face off against Eternamax Eternatus. These bosses are all unable to be caught in endless mode.

Every 50 waves you complete you will also be given a Token.

In Classic Mode, every 10 waves is a Boss Pokémon. Boss Pokémon have shields on their health that make it harder to make them faint.

In Endless Mode this is also true. However, the higher up you get in waves the more common Boss Pokémon are on waves below 10. These Boss Pokémon spawn using the Boss tables from their respective biome.

Every non 10th wave has odds of min(max(ceil((wave - 250) / 50), 0) * 2, 30). Which means starting at wave 251 you have a 2% chance of encounters being bosses, increasing by 2% every 50 waves up to a maximum of 30% starting at wave 951.

Combining the two on average 37% of encounters will be bosses starting with wave 951, if we ignore the odds of legendaries, sub-legendaries and mythicals, which are forced to be bosses as well.

Tokens are items that your enemy Pokémon receive for every 50 waves completed. They are permanent buffs to them, or debuffs to you.

Below is a table with all of the current Tokens in the game.

Token Effect Max Stack
gameplay:modes [PokéRogue Wiki] (27) Damage Token Increases enemy's damage by 5% 999
gameplay:modes [PokéRogue Wiki] (28) Protection Token Reduces damage dealt to enemies by 2.5% 999
gameplay:modes [PokéRogue Wiki] (29) Recovery Token Heals 2% of enemy's max HP every turn 10
gameplay:modes [PokéRogue Wiki] (30) Full Heal Token Adds a 2.5% chance to heal an enemy's status condition at the end of every turn 10
gameplay:modes [PokéRogue Wiki] (31) Endure Token Adds a 2% chance that an enemy will endure your attack (OHKOs bypass this) 10
gameplay:modes [PokéRogue Wiki] (32) Paralyze Token Adds a 2.5% chance to be inflicted with Paralysis when hit by an opponent 10
gameplay:modes [PokéRogue Wiki] (33) Poison Token Adds a 5% chance to be inflicted with Poison when hit by an opponent 10
gameplay:modes [PokéRogue Wiki] (34) Burn Token Adds a 5% chance to be inflicted with Burn when hit by an opponent 10
gameplay:modes [PokéRogue Wiki] (35) Fusion Token Adds a 1% chance that a wild Pokémon will be a fusion 10

Weights

Every 50 waves completed in Endless Mode, a Token is added from one of these Token Pools.

Once the game chooses a pool, it then chooses Tokens to give you based on each Token's weight in the selected pool and your Wave number.

Common

Click here to see all Common Pool Weights

Max Pool Weight: 41

Token Rarity Pool Weight
gameplay:modes [PokéRogue Wiki] (36) Damage Token Common 9
gameplay:modes [PokéRogue Wiki] (37) Protection Token Common 9
gameplay:modes [PokéRogue Wiki] (38) Full Heal Token Common 9
gameplay:modes [PokéRogue Wiki] (39) Endure Token Common 4
gameplay:modes [PokéRogue Wiki] (40) Paralyze Token Common 3
gameplay:modes [PokéRogue Wiki] (41) Poison Token Common 3
gameplay:modes [PokéRogue Wiki] (42) Burn Token Common 3
gameplay:modes [PokéRogue Wiki] (43) Fusion Token Common 1

Great

Click here to see all Great Pool Weights

Max Pool Weight: 21

Token Rarity Pool Weight
gameplay:modes [PokéRogue Wiki] (44) Damage Token Great 5
gameplay:modes [PokéRogue Wiki] (45) Protection Token Great 5
gameplay:modes [PokéRogue Wiki] (46) Full Heal Token Great 5
gameplay:modes [PokéRogue Wiki] (47) Endure Token Great 5
gameplay:modes [PokéRogue Wiki] (48) Fusion Token Great 1

Ultra

Click here to see all Ultra Pool Weights

Max Pool Weight: 55

Token Rarity Pool Weight
gameplay:modes [PokéRogue Wiki] (49) Damage Token Ultra 10
gameplay:modes [PokéRogue Wiki] (50) Protection Token Ultra 10
gameplay:modes [PokéRogue Wiki] (51) Recovery Token Ultra 10
gameplay:modes [PokéRogue Wiki] (52) Full Heal Token Ultra 10
gameplay:modes [PokéRogue Wiki] (53) Endure Token Ultra 10
gameplay:modes [PokéRogue Wiki] (54) Fusion Token Ultra 5

>> Go to this page.

>> Go to this page.

Spliced Endless Mode

Spliced Endless Mode is unlocked by beating classic with a fused Pokémon in your party.

Spliced Endless Mode is largely the same as Endless Mode, with a few key differences. After you pick your starters, they will be fused with random Pokémon. Every Pokémon you fight will be fused with another Pokémon, bosses included. Unfused Pokémon have their stats halved.

Item Changes

DNA Splicers get changed on the Item Pool to be Great Ball tier, with a weight of 4.

>> Go to this page.

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Challenge mode is a alternate version of Classic mode in PokéRogue, it can be selected after defeating Classic mode for the first time.

There are currently three types of challenges implemented in the game:

  • When selecting Mono Gen you are given the option to select a single generation from 1-9 and you may only use Pokémon from that generation in battle during the run. (For Example: If you pick generation 1 you may only use gen 1 Pokémon).

    • Fusing a usable Pokémon with Pokémon that is outside of your chosen Generation will result in that Pokémon becoming unusable.

    • When selecting Mono Gen, the Elite Four that spawns will always be from your chosen generation.

  • When selecting Mono Type, you are given the option to select 1 type from the current 18 types in game and you may only use Pokémon that have that typing(For Example: If you pick mono water you may only use Pokémon that have a water typing).

  • When selecting Fresh Start, you are limited to the regional starter trios as starters, as if you were playing on a completely new account. When this setting is toggled, available starters will have their Cost set back to 3. Upon starting the run, any selected Natures, Egg Moves, Passives, Shinies, etc. will all be reset to default. IVs will also be set back to the default spread (10 in every stat). These changes are temporary and only apply for this run. The rest of the run plays out like a regular Classic run, and you can catch and use any Pokémon you find.

You are also given the option to pick both a Mono Gen and Mono Type (For Example: Picking generation 3 as your Mono Gen and fire as your Mono Type only lets you use generation 3 Pokémon with a fire typing).

After selecting your Challenges you are taken to the Starter Select screen where you may choose any starters you have unlocked that fit the criteria of your Mono Gen and/or Mono Type.

  • When selecting Pokémon for a Challenge run, you can initially only select Pokémon that fit the criteria of your Mono Gen and/or Mono Type. After selecting one Pokémon you can then select those that evolve or form change into that type, or evolve into that generation. They will be unable to be sent into battle until fully matching the parameters of the challenge.

  • Alternate forms are allowed in Mono Gen runs.

  • Alternate forms can and will violate Mono Type runs.

  • Terastalizing does not interact with the Mono Type challenge in any way, if a Pokémon was legal before Terastalizing it will still be legal even if you change it's type to a type other than the challenge, if it was illegal before Terastalizing and you change it's type to the type of your challenge it will still be illegal.

During the run you are able to catch Pokémon normally like in Classic mode. However, you may not send out Pokémon that do not fit the criteria of your Challenge run. For example, if you are doing a mono normal run and catch a Mamoswine, while you may have it in your party you may not use it in battle.Abilities that function outside of battle (e.g. Pickup, Honey Gather) will not function if the Pokémon that has them is unusable. However, existing items can be transferred off of caught, ineligible Pokémon.

In general, your Challenge mode playthrough will function the same as a Classic mode playthrough, just with the restrictions you choose for your challenges.

For information on what can happen during your Classic/Challenge mode playthrough, click here!

>> Go to this page.

gameplay:modes [PokéRogue Wiki] (2024)

FAQs

What is classic PokeRogue? ›

Classic Mode. Classic mode by default is the only mode available in PokéRogue other than Daily Run. When you start a new game you are taken to a starter select screen where you may choose any owned starters you have for use. The maximum combined Starter Cost you can bring is 10.

What is the endless limit in Pokerogue? ›

As the name suggests, Endless Mode tries to go on forever. However, currently Endless Mode stops at wave 5850 and you get the message: “Congratulations on reaching the current end!

What is endless spliced pokerogue? ›

Spliced Endless Mode is unlocked by beating classic with a fused Pokémon in your party. Spliced Endless Mode is largely the same as Endless Mode, with a few key differences. After you pick your starters, they will be fused with random Pokémon. Every Pokémon you fight will be fused with another Pokémon, bosses included.

How many waves are there in EEG? ›

There are five widely recognized brain waves, and the main frequencies of human EEG waves are listed in Table 2.1 along with their characteristics. Brain wave samples for different waveforms are shown in Fig.

How many waves are usually in a tsunami? ›

Although the wavelength decreases, it still has a long period, so it may take a long time to reach its full height. A tsunami trough, which may precede the first tsunami crest, looks like a very rapidly receding tide. Typically, there are six to eight waves in a tsunami wave set. The first wave may not be the largest.

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Name: Fredrick Kertzmann

Birthday: 2000-04-29

Address: Apt. 203 613 Huels Gateway, Ralphtown, LA 40204

Phone: +2135150832870

Job: Regional Design Producer

Hobby: Nordic skating, Lacemaking, Mountain biking, Rowing, Gardening, Water sports, role-playing games

Introduction: My name is Fredrick Kertzmann, I am a gleaming, encouraging, inexpensive, thankful, tender, quaint, precious person who loves writing and wants to share my knowledge and understanding with you.