Blessings (death protection)

Dying is expensive: up to half a level of experience per fall, plus 1 Revive for that pokemon to get back on the field. Blessings are the item family that zeroes that bill. All of them are sold in the VIP Shop, under the Items tab, and all of them go into your bag like any other item, so you can hold them, gift them or sell them on the Market.

A protected death costs no exp and spends no Revive. What a blessing does not take away is time: a pokemon that falls still spends 30 seconds off the field (immediate in the cradle phases), and if the whole team falls the lap still restarts at the first wave of the cycle.

Blessed Amulet

The one-shot insurance. It sits in your bag and is spent by itself on the next death.

Price 2 Sapphires
Covers one death, then it is gone
You hold 10 10 protected deaths

For it to work, turn on "use amulet on the next death" in the Strategy window. The switch starts off on purpose: it is a paid item, and nobody should find out in the morning that they burned ten without asking.

Two savings the game makes for you, quietly:

  • If the scroll blessing is active, the amulet is not spent. That death was already free.
  • On a death that would not cost exp (the protected early game, up to level 10), it is not spent either.

Blessing Scroll

Protection by the clock. Activate it from your bag and, while it lasts, no death costs exp or spends a Revive. There is no cap on deaths inside the window.

Item Duration Price
Blessing Scroll 6 hours 28 Sapphires
Divine Blessing Scroll 12 hours 35 Sapphires

The clock runs in real time, including with the game closed. Using another scroll while the blessing is up adds the time instead of wasting it. Once active, a blue badge shows at the top of the screen with the time left, and the Strategy window tells you that you do not need Revives while it lasts.

See also: Enemy Threat and Fainting, which has the full breakdown of what a death costs.

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