Strategy and Analyzer
The game hunts on its own. These two windows, on the battle screen, are where you tell it how to hunt and where you check whether it is paying off.
Strategy
The Strategy button, on the hunt screen. It works the same for solo hunting and for team hunting.
Auto potion
Three healing rows, each with a potion and a health threshold in %.
- The rule with the highest % fires first.
- When its stock runs out, the row below covers.
- You can set up a potion you do not own yet: it simply will not fire until you buy some.
The starting values are 70%, 45% and 20%.
Revive and amulet
You choose the order revives are used in, and whether to spend a blessing amulet. The amulet is consumed on its own at the next death, and that death costs nothing: no experience lost and no Revive spent. See Blessings.
Faint cap
The most important choice in the window.
Once you hit the number of deaths you chose, the team leaves the field instead of dying over and over. You resume whenever you want.
| Option | Effect |
|---|---|
| 1, 2, 3, 4, 5, 10 or 15 | Leaves after that many faints |
| 2 | The default for anyone who never picked |
| No limit | Never leaves on its own |
Auto catch
Here you decide which balls the game throws, and at what.
- Every ball has a target rule, and the most specific rule wins.
- You can reserve a ball for the floor boss only, ignoring the rules above.
- You can cap balls per collect.
- If every enabled ball is out of stock, or reserved for a target that does not appear there, the screen warns you: without that, the hunt would just quietly let everything pass.
- Shiny always gets a ball, under any rarity rule.
See Catching.
Hunt Analyzer
The Analysis button, next to Strategy. The window is draggable on purpose: it is meant to stay open during the hunt.
It answers one question: is this biome worth it?
| What it shows | Detail |
|---|---|
| Time and per hour | Experience per hour, pokemon and trainer, gold per hour |
| Loot | Everything that dropped, with both prices: the Shop vendor's (guaranteed, right now) and the Market floor (what another player is asking) |
| Supply | What the hunt spent on balls, potions and revives |
| Balance | Loot minus supply |
| Verdict | Whether your leader can hold that biome, counting faints and lost experience |
| Bonus breakdown | Where every percentage point you are earning comes from |
Two things worth knowing so the numbers do not surprise you:
- loot only counts once the chest is opened. Reading the sealed contents would give a more exact balance and would ruin the opening;
- the verdict replaces the "damage per hour" you would see in a game where you press buttons. In an idle, damage per hour decides nothing: what decides is whether your leader survives there.
See also
- The hunt screen: the rest of the screen.
- Enemy threat and fainting: what a faint costs.
- Held, gems and healing: what Strategy spends.
