Fossils, Lab & Box
Beyond catching and breeding, there are three more paths to fill your collection: reviving fossils, picking one of the 15 starters, and fusing mons in the Laboratory. All of them feed the same Box, and all three always come in: the box limit applies only to catching on the map.
Fossils
Fossils are chest loot (Epic and up). Using a fossil consumes the item and mints a fresh individual of a fixed species straight into your Box.
| Fossil | Species |
|---|---|
| Helix Fossil | Omanyte |
| Dome Fossil | Kabuto |
| Old Amber | Aerodactyl (Legendary chest only) |
- Revived level: 1 (same as a hatched egg; the value is the species and the rarity).
- Rarity floor: Rare. A better roll is kept; a worse one is bumped up to Rare. IVs, nature, and shiny roll fresh.
- Fossil species are on the uncatchable list: reviving is the only way to get them.
- You can revive several at once from the item panel, up to 5 fossils per use. Each one becomes its own pokémon with its own roll.
Fossil Fusion: what to do with the pile
After the third revival, fossils pile up. In the Laboratory, 9 identical fossils + 25,000 gold become one elite revival:
- Minimum rarity Epic, with a chance of Prismatic or even Mythic (same luck table as the rarity fusion, on the Epic row).
- Its attributes come out at the extremes: each one is born very high (24 to 31) or very low (0 to 7), never average. High risk, high reward.
- Shiny is still possible, rolled fresh, like any revival.
The 15 starters
When you begin, you may only choose your lead among the 15 starters of Gens 1–5:
| Generation | Trio |
|---|---|
| Kanto | Bulbasaur · Charmander · Squirtle |
| Johto | Chikorita · Cyndaquil · Totodile |
| Hoenn | Treecko · Torchic · Mudkip |
| Sinnoh | Turtwig · Chimchar · Piplup |
| Unova | Snivy · Tepig · Oshawott |
The Box and the team
| Concept | Rule |
|---|---|
| Team | Max of 3 (old saves may exceed it; you can't add until back under the cap) |
| Box | Holds everything you catch, breed, revive, or fuse. It has a limit, and it applies only to catching on the map: see The box limit |
| Lead | The only team member that hunts; can never be boxed |
You move mons between the Box and team freely, but the game refuses to box the lead or the last team member.
Finding one pokémon in a box of hundreds
The bar has search (by species or nickname), sorting, the rarity chips and the favourite and locked shortcuts. The More filters button opens the rest:
| Filter | What it does |
|---|---|
| IVs | Steps of 50%, 70%, 80%, 90% and perfect. Each step shows how many of your pokémon clear it. |
| IV by stat | Tap the stat to require 31, and lower the number if you want less. The average hides this: a pokémon at 70% can have Speed 31 and one at 85% can have 12. |
| Training (EV) | Trained, untrained or full EV. Handy before releasing: whatever you fed vitamins to is easy to spare. |
| Level, type and nature | Level range, elemental type and the exact nature. Type and nature only offer what exists in your box, with the count next to it. |
| Ready to evolve | Already hit the level, or the stone it needs is in your bag. |
| Duplicates | Species you own more than one of, with every copy together, so you can compare side by side and decide which one stays. |
| Holding an item | Who has a held item equipped, so you don't sell or release the item by accident. |
| Founder companion | Only the ones with the crown. |
Sorting also accepts IVs and Training (EV). In those two modes, and in Power, the number shows up on the cell itself: the list says one is better and shows by how much.
Every counter on the screen respects the filters you turned on. If the Common chip says 6, clicking it brings 6.
The same IV, training, type, nature and level filters exist in the Marketplace, and "IV 90%+" means exactly the same thing on both screens.
The Laboratory: rarity fusion
Sacrifice 9 identical mons (same species, same rarity, none shiny, none locked — see Releasing pokémon and Dust) plus 1 Fusion Core to synthesize a single fresh individual, possibly of a higher tier. This is the only way to obtain Divine.
Fusion also charges Dust, by the rarity going in: 25 at Common, 80 at Uncommon, 300 at Rare, 1,000 at Epic, 3,600 at Prismatic, 12,000 at Mythic and 40,000 at Astral. See Releasing pokémon and Dust. Item fusion (TMs and seals) charges no Dust.
The three possible outcomes:
- UP: +1 tier.
- JACKPOT: +2 tiers.
- FAIL: same tier (still a brand-new, re-rolled individual).
The odds harshen as the input tier climbs:
| Input tier | UP | JACKPOT | FAIL |
|---|---|---|---|
| Common | 60% | 5% | 35% |
| Uncommon | 55% | 5% | 40% |
| Rare | 50% | 4% | 46% |
| Epic | 42% | 3% | 55% |
| Prismatic | 35% | 2% | 63% |
| Mythic | 28% | 1.5% | 70.5% |
| Astral | 20% | 0% | 80% |
The output individual is a brand-new mon: IVs, nature, and shiny all roll fresh, and EVs come out reset. Its level is the floor of the average of the 9 sacrificed mons' levels, and its exp starts at zero.
Chaos Fusion: the duplicate TMs
The regular item fusion needs 9 identical TMs. Chaos Fusion takes any 9 TMs (moves and rarities mixed) and returns one TM of a random move from the whole move pool.
- The output rarity starts at the average of what went in and uses the same luck table above: it can climb 1 (UP) or 2 (JACKPOT). On a FAIL it comes out at the average tier, never below, and the new TM is still yours.
- Like every item fusion, no Fusion Core needed (only POKÉMON fusion asks for one). The cost is gold: 3,000 × (average tier + 1). A batch of commons costs 3,000; a batch averaging Epic costs 12,000.
- A TM with a seal attached cannot go in (the seal would be lost). Remove it first.
- Nine Divine TMs have nowhere to climb: the fusion becomes a reroll of the move, at the same tier.
It is the way out of a chest stuffed with duplicates: what is not worth teaching becomes a shot at something better, and idle gold becomes a gamble.
Elemental Tempering: permanent defense
The Laboratory can also temper your account in an element. Burning Boosters of one element gives permanent defense to every pokémon of that type.
- Each level gives +3% defense and special defense. There are 5 levels per element, up to +15%.
- The Booster ladder for the element: 8, 12, 18, 26 and 37 per level, plus gold (10,000 at the first level up to 50,000 at the fifth).
- A dual-type pokémon uses the higher level between its two elements, never the sum.
- The bonus counts everywhere: hunting, Boss Room, raids and the Arena.
It matters because staying on your feet changes the map: every knockout costs 45 seconds standing still, and the region that used to drop your team becomes sustainable sooner. It is the difference between farming above your level or not.
See also
- How to get Fusion Cores and fossils: Chests.
- The rarity table and its multipliers: Loot & Drops.
- Filling the Box by catching: Catch.
