Daily & Tasks

The game has two independent daily claims and a task board. This is the most confusing point for newcomers, so it's worth remembering: the streak calendar and the ball stipend are separate things, and you claim both.

The two daily claims (they are separate)

Daily Gift Daily Stipend
What it is a 28-day calendar of curated rewards a handful of balls + revives so you never stall
Cadence 1 per calendar day (builds a streak) every 20 hours (cooldown, not calendar)
Loses streak? yes, skipping a day resets it no, it's just a cooldown

1) Daily Gift: 28-day calendar

One reward per day, following a curated 28-day calendar.

Streak mechanics:

  • Same day → already claimed, not eligible.
  • Next calendar day → streak + 1, wrapping back to day 1 after day 28.
  • Gap of 2 or more days (or a clock rollback) / new player → reset to 1.

Days 7 / 14 / 21 / 28 (★) are milestones with better rewards.

Full 28-day reward table:

Day Reward Day Reward
1 25× Poké Ball 15 45,000 gold
2 3,000 gold 16 12× Rare Candy
3 15× Exp Candy S 17 5× Protein
4 20× Great Ball 18 25× Hyper Potion
5 25× Potion 19 60× Ultra Ball
6 8,000 gold 20 90,000 gold
7 ★ 2× Rare chest 21 ★ 3× Legendary chest
8 40× Great Ball 22 10× Exp Candy L
9 10× Exp Candy M 23 1× Essence of Life
10 20,000 gold 24 150,000 gold
11 5× HP Up 25 50× Full Restore
12 25× Super Potion 26 5× Legendary chest
13 20× Ultra Ball 27 250,000 gold
14 ★ 2× Epic chest 28 ★ 20 Safira

2) Daily Stipend: balls + revives (every 20h)

A small stipend so a broke player can always keep playing. It runs on a cooldown, not a calendar: once claimed, wait 20 hours for the next.

Item Quantity
Cooldown 20 hours
Poké Ball 15
Revive 3

Task Board

You pick a task from the board and progress accrues on its own while your pokémon hunts: you don't need to do anything beyond hunting. Delivering a task pays gold and, on the stronger tasks, tokens (the non-transferable progression currency used in the talent tree and clans).

The board is organized by element clan. Each element has a ladder of contracts plus two capture tasks.

Rule Value
Active tasks at once 3 free, up to 5 with purchased slots
Objective types defeat contracts (several species at once) and capture contracts
Progress accrues while you hunt, capped at the target
Accept requirement trainer level ≥ the task's minimum level
What shows on the board only contracts for pokémon living in phases you can already hunt at your level
Reroll the offers 1 time free per day; after that, 1 Contract Card each time
Each task is done once: after delivery it leaves the board and never returns
Reward gold always; tokens only on the high-tier tasks

At the bottom of the board, Contracts done shows how many you have delivered and opens the ladder by element: a filled tier is done, an outlined one is in progress, a faded one is still missing. It keeps you from spending cards chasing a contract that is already gone.

The two extra slots are a VIP Shop item: +1 Contract Slot, 25 Safira each, up to two per player. The slot is permanent and does not go away when Premium expires. Premium does not grant contract slots — it grants exp, gold, loot, offline time and an incubator.

Each element's ladder

Every element (for example the Swarmveil clan, the Bug type) has this track:

Task What it asks Target Min Lv Tokens
Contract I (and I·B) defeat 1 species weak to the element 1,000 — 0
Contract I½ defeat 1 species weak to the element 5,000 12 0
Contract II (and II·B) defeat 3 species weak to the element 3k to 11k total 20 0
Contract III (and III·B) free hunt: any pokémon weak to the element 25k each 32 1
Contract IV free hunt 150k 45 3
Contract V free hunt 400k 60 5
Capture I capture of the element's type 1,000 (see below) 10 0
Capture II capture of the element's type 3,000 (see below) 25 1

In Contract II, each species asks for a different number. The less a species shows up in its phase, the fewer it asks for. That way every Contract II comes to about 15k real defeats across its three species, which is why the number on screen changes from one contract to another.

Captures of hard types ask for less. Some types go into the ball far less often than others, so their captures ask for less. The rule is about time: a Capture II should take about the same hunting hours as a Contract II, whatever the type.

Clan Capture I Capture II
Swarmveil (Bug), Wingeon (Flying), Plainkind (Normal), Naturia (Grass) and Sylphery (Fairy) 1,000 3,000
Malefic (Poison) 900 2,700
Gardestrike (Fighting) 525 1,575
Seavell (Water), Orebound (Ground) and Psycraft (Psychic) 300 900
Volcanic (Fire) and Umbrawisp (Ghost) 275 825
Raibolt (Electric) and Frostbound (Ice) 250 750
Stonehall (Rock) and Ironhard (Steel) 200 600
Nightfall (Dark) 175 525
Drakemoor (Dragon) 125 375

Capture II always asks for 3 times the same clan's Capture I. The reward is the same in every clan: catching 125 dragons pays the same gold and exp as catching 1,000 bug pokémon.

Dragon: go for Vibrava. Before the level-30 phases, the only dragon that goes into the ball with any regularity is Vibrava, in Cave Mouth 8 (Lv 29). Dratini and Gible, up on the Snowy Foothills, almost never do. Any captured dragon counts for the contract, but the Drakemoor Capture card shows this hint so you do not waste balls.

Gold scales up with the tier (from 5,860 on Contract I to 2.99M on Contract V).

Tasks have no time-based refresh: while you haven't delivered, you can abandon and re-accept whenever you like.

See also

v6.67.1
Daily & Tasks, Wiki · PokéHunt