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.

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