Raids & Legendaries
A boss is a super-buffed legendary that appears in short windows throughout the day. Parties of 4 players (1 pokémon each) each fight their own version of the boss, with no interference between different parties. Like the rest of the game, the fight's result is calculated on the spot, with no live battle: you join, send your pokémon, and see the outcome.
The boss pool
The pool holds 74 bosses: 48 legendaries and 26 Mega forms.
The 48 legendaries are all the Gen 1 to 5 legendaries that have a sprite and stats in the game's roster. The first 21 are Gen 1 to 3 (the last 7 joined in Phase A):
| # | Boss | # | Boss | # | Boss |
|---|---|---|---|---|---|
| 1 | Articuno | 8 | Suicune | 15 | Regirock |
| 2 | Zapdos | 9 | Lugia | 16 | Regice |
| 3 | Moltres | 10 | Ho-oh | 17 | Registeel |
| 4 | Mewtwo | 11 | Celebi | 18 | Latias |
| 5 | Mew | 12 | Kyogre | 19 | Latios |
| 6 | Raikou | 13 | Groudon | 20 | Jirachi |
| 7 | Entei | 14 | Rayquaza | 21 | Deoxys |
The 14 Sinnoh legendaries joined in Phase B and follow exactly the same rule:
| # | Boss | # | Boss | # | Boss |
|---|---|---|---|---|---|
| 22 | Uxie | 27 | Giratina | 32 | Manaphy |
| 23 | Mesprit | 28 | Heatran | 33 | Darkrai |
| 24 | Azelf | 29 | Regigigas | 34 | Shaymin |
| 25 | Dialga | 30 | Cresselia | 35 | Arceus |
| 26 | Palkia | 31 | Phione |
The 13 Unova legendaries joined in Phase C, under the same rule:
| # | Boss | # | Boss | # | Boss |
|---|---|---|---|---|---|
| 36 | Victini | 41 | Thundurus | 46 | Keldeo |
| 37 | Cobalion | 42 | Landorus | 47 | Meloetta |
| 38 | Terrakion | 43 | Reshiram | 48 | Genesect |
| 39 | Virizion | 44 | Zekrom | ||
| 40 | Tornadus | 45 | Kyurem |
The 26 Megas arrived with the new content base and use the same pipeline as the legendaries (their own sprite and stats, same matchup and catch maths):
| Boss | Boss | Boss |
|---|---|---|
| Mega Absol | Mega Glalie | Mega Scizor |
| Mega Aerodactyl | Mega Gyarados | Mega Slowbro |
| Mega Alakazam | Mega Houndoom | Mega Steelix |
| Mega Ampharos | Mega Kangaskhan | Mega Swampert |
| Mega Blastoise | Mega Lucario | Mega Tyranitar |
| Mega Blaziken | Mega Manectric | Mega Venusaur |
| Mega Charizard X | Mega Metagross | Mega Wobbuffet |
| Mega Charizard Y | Mega Pinsir | |
| Mega Gengar | Mega Raichu | |
| Mega Sceptile |
Full stat line for each (level, HP and reward) in the bosses catalog.
Party & requirements
| Rule | Value |
|---|---|
| Party size | 4 players |
| Minimum trainer level to join | per tier (5+ to 45+, table below) |
| Attempts per spawn | 1 per player |
| Pokémon sent | any you own (lead, team or box) |
The 4th member to join triggers the fight resolution immediately, the moment they join. If you leave a party that is still open, your slot is freed and the attempt is not spent.
Public and private rooms
Each boss can have several parties at the same time, each fighting its own copy of him. When creating yours, you choose:
- Public: it shows up unlocked in the boss's open room list, and any player can join.
- Private: it shows up locked in the list (with a padlock). You can see the room exists and who's already in it, but only players with the room's code or an invite can join.
Every room, public or private, gets a 6-character code. You can see it once you're in (on the "My party" card, with a copy button). Share it however you like (voice chat, WhatsApp, Discord), and whoever gets it can type it into Join with code to land straight in your room, even if they're not your in-game friend.
Inviting friends
Any member of a still-open party can invite friends through the Invite friends button. The invitee gets a bell notification, and tapping it lands straight on the Raids tab with the party (even a private one) already visible to join. You can only invite players who are your in-game friends and haven't spent their attempt on that boss yet.
Swapping your pokémon after joining
Changed your mind about the pokémon you sent? While the party is still open (not yet full 4/4), the Swap my pokémon button lets you pick another one, including reconsidering whether to bring the Astral Ball. The swap fully replaces the pick: whatever pokémon is on your slot is the one that fights once the party fills up.
Daily schedule
Each day the game rolls 3 to 4 bosses and spreads them across the full 24 hours (Brasilia time), one per slice of the day. Bosses show up overnight too. Each spawn stays up for 45 minutes.
The lobby shows the next boss before it appears: which legendary, its level, its tier and the time. You can plan ahead and call your friends.
The 6 boss tiers
Every boss belongs to a tier. The tier sets the boss level, fight length, affixes and rewards. The higher the tier, the rarer the spawn and the harder the boss hits.
| Tier | Spawn chance | Boss level | Fight | Affixes | Trainer level to join |
|---|---|---|---|---|---|
| Errante | 28% | 10 to 14 | 5 min | none | 5+ |
| Desperto | 28% | 24 to 30 | 4 min | 1 light one | 15+ |
| Alfa | 23% | 55 to 68 | 3 min | up to 3, rolled | 25+ |
| Ancião | 11% | 96 to 106 | 2 min | up to 3, rolled | 35+ |
| Colosso | 7% | 130 to 145 | 1.75 min | up to 3, rolled | 40+ |
| Titã | 3% | 188 to 204 | 1.5 min | up to 3, rolled | 45+ |
Notice the window gets shorter as the tier climbs. On the upper tiers what kills you is not the size of the boss, it is the clock: you get less time and it hits harder every second that passes.
The affixes (rolled per boss)
An affix is the trick the boss brings to the fight. They are not fixed per tier: every boss rolls its own when it spawns. Two Ancião bosses on the same day can ask very different things of your room — and the Raids panel shows which ones came up, with each number, next to the boss name.
The catalogue has seven, and each one means the SAME thing on any tier:
| Affix | What it does |
|---|---|
| Frenzy | the boss hits +50% |
| Carapace | your team deals 30% less damage |
| Momentum | its damage grows +1% every second of the fight |
| Regeneration | it recovers 0.7% of its health per second |
| Retaliation | +25% damage per empty seat in the room (a missing trainer counts the same as a fallen one) |
| Frenzy Rush | below 60% health, +90% damage until the end |
| Prey | always aims at the most wounded, not whoever stands in front |
Three per boss, maximum. And Carapace never shows up alongside Regeneration or Frenzy Rush: it is the one that buys the boss TIME, and paired with those two it produced bosses nobody could take down.
And here is what keeps the roll from being a lottery: every tier has a budget and every affix has a price. The roll buys until the budget runs out. That is why bosses on the same tier come out different from each other but cost the same effort:
| Tier | Budget | What usually shows up |
|---|---|---|
| Errante | none | never has an affix — it is the learning step |
| Desperto | small | only the light ones: Prey, Frenzy Rush, Retaliation |
| Alfa | medium | any of them, one or two per boss |
| Ancião | medium | any of them, almost always three |
| Colosso | medium | any of them, almost always three |
| Titã | large | any of them, always three, and the heavy ones show up more |
Two things worth remembering: Retaliation punishes a short room (going in with three against a boss that has it costs you from the first second, before anyone falls), and Frenzy Rush makes the end of the fight more dangerous than the start — once its bar drops past halfway, be careful.
Beyond the affixes, each tier has its own baseline: Errante is the only one whose boss hits LESS than normal (40% less), and from Ancião up the boss already starts stronger before any roll.
The fight really happens, and you get to watch
A raid is a full battle, the same one the rest of the game runs: your four pokemon walk up to the boss, pick moves, land more or less depending on their type against its type, and drop out when their health runs out. There are no revives inside a raid.
Once the party fills and the fight resolves, the watch button opens the battle turn by turn on your screen, with a summary and the option to skip to the end. It is the fight that actually happened, not a dressed-up animation.
Two practical consequences:
- The boss picks among whoever is standing. With four of you the attacks spread out; alone, everything lands on you. Going in with an incomplete team is far more dangerous than it looks.
- Type and moves decide it. A strong party can lose to a boss whose type is bad for them. It pays to check who the boss is before building the team.
Each tier has its own group of legendaries. The heaviest ones sit at the top of the ladder: Mewtwo and Rayquaza show up in Colosso and Titã, and Arceus only in Titã, the tier built to challenge whoever someday goes far beyond level 100.
Rewards climb with the tier too: more gold per level, better chests (tier 2 in Errante up to tier 7 in Titã), higher seals (Astral seals and the Echo Seal only drop from Ancião, Colosso and Titã) and a bigger capture chance (0.05% per win in Errante up to 0.75% in Titã, per member — the Astral Ball multiplies that by 1.5).
The victory chest also comes out rarer the stronger the boss is. The chance it rolls Legendary, per tier:
| tier | Legendary chest |
|---|---|
| Errante | ~4% |
| Desperto | ~7% |
| Alfa | ~11% |
| Ancião | ~16% |
| Colosso | ~17% |
| Titã | ~18% |
Legendary Fragments and the Astral Ball
Every win also pays 1 Fragment of the boss's tier. Once you gather the tier's price, you choose any legendary from that tier to call your own (at the tier's capture level, never shiny, cannot be sold):
| Tier | Fragments to trade |
|---|---|
| Errante | 180 |
| Desperto | 180 |
| Alfa | 150 |
| Ancião | 70 |
| Colosso | 47 |
| Titã | 17 |
The price drops as the tier climbs, and that is on purpose: a Titã spawn is rare and hard, so every win up there is worth far more toward the prize. The tracks run in parallel — the fragment is per tier, so winning different tiers fills several pots at once.
The Astral Ball is a rare item from good chests (Lendário and up) that you can bring when joining a party: if the party wins, your chance of catching the legendary is 1.5x higher. The ball is only consumed when you claim the victory (a loss costs nothing), it never guarantees the catch and it does not change shiny odds. It can be bought and sold on the Market.
The throw
When you claim a victory, you watch your attempt: the ball flies, the legendary vanishes inside it, and it wobbles three times. Either it clicks shut and the legendary is yours, or it breaks open and the legendary gets away. When it breaks, the screen tells you what your odds were on that throw (with the Astral Ball already counted, if you brought one).
On the party scoreboard, every trainer shows how it went: an open ball for those who tried and lost, and the catch badge for whoever took the legendary home. Everyone who wins gets a throw, each with their own luck.
What each tier asks of your team
A raid is a real fight: your 4 pokémon attack the boss and take its blows across the tier's window. You win by bringing the boss's health to zero before time runs out, without your whole team falling. What decides it is your team's level and how upgraded the moves are (high TM tier and offensive seals), which are worth several team levels each.
Reference guide for the team that beats each tier, on average:
| Tier | Upgraded team | Team without upgrades |
|---|---|---|
| Errante | from level 25 | level 35+ |
| Desperto | level 40 | level 55+ |
| Alfa | level 85 | level 110+ |
| Ancião | level 100 with top-tier moves | level 140+ |
| Colosso | level 100 maxed out: high identity, top moves and offensive seals | out of reach |
| Titã | level 100 maxed out with 5 Ascension stars — the star doubles your odds here | very long-term goal |
A party below these levels tends to fall against the tiers with affixes (Ancião, Colosso and Titã hit hard) or run out of time without zeroing the boss on the affix-free tiers. A full party of 4 is expected: fewer members split the same damage across fewer pokémon and stay standing for less time.
Each member fights with the same combat pipeline as hunting (the pokémon's stats, types and moves). General trainer bonuses (common talents, premium) do not count: the raid measures the pokémon you sent. The one exception is the Boss Hunter talent, built for this: each level adds +1% damage against bosses and raids (up to +5%).
The only part with luck is the capture and shiny roll, and each player gets their own roll: the order the party formed in changes no one's result, and claiming again always produces the same result for you.
Rewards & claiming
Rewards enter your save only at the moment of claiming, and claiming twice does not pay twice. Only winning parties can claim.
| Reward | Default | Notes |
|---|---|---|
| Gold per member | 1,200 to 2,000 × level (per tier) | Errante ~14,400; Desperto ~32,400; Alfa ~93,000; Ancião ~151,500; Titã ~392,000 |
| Victory chest | tier 5 | rarity rolled per player; bypasses the chest-hoard cap (an earned reward is never dropped) |
| Seal | 25% per member | on a win only; the tier ranges from Raro (II) up to a ceiling that scales with the boss level: only a max-level boss can drop Astral (VI). Raids are the only source of seals above tier I (chests cap at Incomum), and the only possible origin of the Echo Seal |
| Capture chance | 0.4% per member | on a win only; catching the legendary is intentionally very rare |
| Shiny chance | 0.5% of captures | ⇒ about 1 shiny per ~50,000 member-wins |
| Level of the caught legendary | 80 |
See also
- Bosses catalog: the full table of every boss.
- PvP Arena: the other competitive system.
- Chests: what drops from the tier-5 victory chest.
