Tiers & Seals

Every move has a tier on an 8-rarity ladder, and every move from Epic upward has sockets for seals: items that add combat effects. This is the game's deep customisation layer, and where a pokémon stops being "whatever the species gave you" and becomes a build of your own.

The rarity ladder

The same 8-step ladder applies to pokémon, moves, TMs and seals. For moves, the tier is a damage multiplier:

Tier Name Damage mult. Seal sockets
0 Common 1.00× 0
1 Uncommon 1.06× 0
2 Rare 1.12× 0
3 Epic 1.20× 1
4 Prismatic 1.30× 2
5 Mythic 1.40× 3
6 Astral 1.50× 4
7 Divine 1.62× 5

Sockets only start at Epic: up to Rare, a move is just its multiplier. From there each step grants one more socket, which is why climbing tiers matters twice (raw damage and build space).

Innate tier and TMs

  • Each move is born with a rolled tier, so two pokémon of the same species with the same move can hit differently.
  • TMs have tiers too. Teaching a TM writes the move at the TM's tier, and any seals infused into it come along (see below).

Seals

A seal is an item socketed into a move. It reproduces, in the game's own vocabulary, the effect of a classic held item (the "lore" shows in the tooltip). There are 16 seals across four families, and each exists at all 8 tiers with growing magnitude:

Offensive

Seal Effect Range (Common → Divine)
Vampiric Seal Lifesteal 1.5% → 10%
Seal of Precision Crit chance 1.5% → 10%
Devastating Seal Crit multiplier +10% → +70%
Seal of Power Damage +3% → +20%
Elemental Seal Elemental damage +4% → +28%
Seal of Momentum Cooldown reduction 3% → 18%
Seal of Shards Area reach, and a stronger splash (80% → 84%..95%) +4% → +25%
Stunning Seal Stun 2% → 14%
Seal of Agility Move speed (hunting only) +6% → +40%

Defensive

Seal Effect Range
Vital Seal HP +3% → +18%
Regenerating Seal Regeneration 0.15% → 1%
Guardian Seal Save (survive the lethal hit) 15% → 95%

Economic

Seal Effect Range
Seal of Fortune Gold +2% → +14%
Seal of the Sage Experience +2% → +14%
Collector's Seal Drop rate +2% → +14%

Unique

Seal Effect Available from
Seal of Echo Move repetition Astral (tier 6)

Why Agility is special

Travel between enemies is a real bottleneck in the hunt model: the time your pokémon spends walking to the next target generates no damage. The Seal of Agility attacks exactly that dead time, which makes it worth far more in spread-out regions than the raw number suggests.

It only works while hunting, on the walk from one wave to the next. The team walks at the pace of its slowest living pokémon, so the seal on a single pokémon does not speed up the team if another one is slower. It does not apply in the Arena (nor in duels, tournaments or gyms): everyone starts close to the enemy there and nobody walks between waves.

How effects stack

A move seal counts only on the move it is socketed into. A Seal of Power on Flamethrower makes Flamethrower stronger, and the pokémon's other moves stay as they were. This is true everywhere: hunting, raids, the Arena, duels and tournaments.

HP, regeneration, speed and guardian seals count for the whole pokémon. They add up across the moves in the active moveset.

Exp, gold and drop seals go into the same sum as your other account bonuses (talents, VIP, elixirs, well-rested hunt). If your account already gives +45% exp and you socket a +14% seal, the total is +59%. The same seal is worth the same on a small account and on a big one.

Seals in PvP

In the Arena, duels, tournaments and guild gyms, two seals work differently:

  • Seal of Shards: has no effect. There is no area damage in PvP.
  • Stunning Seal: does not stun. Instead, the pokémon takes less damage, roughly in the seal's own range (2% to 14% less).

The move card and the item description warn about this. In the Cup, every seal is turned off by the Flat Rule.

Socket, infuse and remove

  • Socket: puts the seal into a free socket on a pokémon's move.
  • Infuse: puts the seal into a TM in your bag. When that TM is taught, the seal goes with it. An infused TM can no longer be fused (see below).
  • Remove: frees the socket, but destroys the seal, and costs gold by tier:
Tier Common Uncommon Rare Epic Prismatic Mythic Astral Divine
Cost 200 500 1,200 3,000 8,000 20,000 50,000 120,000

Seals drop while hunting from Épico+ chests (tier Comum/Incomum). Higher tiers come from legendary boss raids (5% to 100% per member on a win, depending on the boss tier; tier Raro up to Astral, and Astral only from Ancião up) and from 9→1 fusion. The Echo Seal only exists from Astral up, so Ancião, Colosso and Titã raids are its only origin.

9→1 fusion at the Laboratory

The Laboratory's second bench fuses items, with the same rule as pokémon fusion: 9 identical items (same type, same slug, same tier) become 1 item of a better tier. It works for TMs and for seals.

The odds get harsher as the input tier climbs:

Input tier Up 1 tier Jackpot (up 2) Fail (same tier)
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% — 80%

Divine is the ceiling: it cannot be a fusion input.

TMs must be clean to fuse. A TM with an infused seal is rejected by the bench: infuse after fusing, not before.

Where this shows up

  • Moves and tiers: in the pokémon's move panel, alongside its sockets.
  • Seals in the inventory: with an icon and a tooltip for the effect at its tier.
  • Fusion: the item fusion tab at the Laboratory.
  • Market: TMs and seals are tradeable; an infused TM trades as the composite item it is, carrying its seals.

See also: Moves & TMs, Damage formula, Arena PvP.

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