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 | +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.
How effects stack
Effects from every seal in your active moveset add up per pokémon, and count in all three combat modes: hunting, arena and raids.
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.
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 (25% per member on a win, tier Raro up to Astral scaling with the boss level) and from 9→1 fusion. The Echo Seal only exists from Astral up, so a raid against a max-level boss is 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.
