Crafts
A craft is your trainer's specialty. There are four, and nobody gets them all: the Breeder buys from the Artisan, the Artisan buys from the Researcher, and so on. The Market is where specialists meet.
Crafts live in the Crafts tab, on the Trainer screen.
The four crafts
| Craft | Where it earns Expertise | What it specializes in |
|---|---|---|
| Breeder | Eggs that hatch | Genetics and breeding |
| Artisan | Laboratory | Fusion, seals and item recipes |
| Researcher | Catching | Weather, forecast and spawns |
| Tactician | Arena and Cups | Reading the opponent and building cup teams |
The Tactician opens together with the Cups.
Main and secondary
| Slot | Opens at | Goes up to |
|---|---|---|
| Main | Trainer 30 | Grade 10 |
| Secondary | Trainer 50 | Grade 5 |
- Your first pick for each slot is free.
- The level that counts is your highest-level trainer on the account.
- A craft belongs to the account, not the character. All your trainers share the same crafts, the same Expertise and the same weekly cap.
- The secondary slot gets the grade 2 and grade 4 unlocks. Grade 5 doesn't unlock anything new.
- The other two crafts stay closed. Doing their activities earns no Expertise at all.
- In the secondary slot, Expertise stops at grade 5. You can't bank points there for later.
The screen has a sub-tab for each of your crafts ("My craft" and "Secondary") and the All crafts sub-tab, with each craft's ladder. All crafts is where you pick and switch.
Expertise and grades
Expertise goes up by doing the craft's activity. Your grade depends on how much Expertise you have:
| Grade | Total Expertise | Minimum weeks |
|---|---|---|
| 1 | 150 | 1 |
| 2 | 600 | 1 |
| 3 | 1,350 | 2 |
| 4 | 2,400 | 3 |
| 5 | 3,750 | 4 |
| 6 | 5,400 | 6 |
| 7 | 7,350 | 8 |
| 8 | 9,600 | 10 |
| 9 | 12,150 | 13 |
| 10 | 15,000 | 15 |
The weekly cap
Each craft earns at most 1,000 Expertise per week, per account. The week resets on Monday at 00:00 Brasília time. Anything over the cap that week is lost.
That's why grade 10 takes at least 15 weeks, no matter how much you play. The cap isn't a race to see who plays more hours: someone who plays every day and someone who plays on weekends get there together, as long as both hit the cap.
Where Expertise comes from
Breeder (only when the egg hatches; breeding without hatching doesn't count):
| Baby that hatches | Expertise |
|---|---|
| Common | 10 |
| Uncommon | 25 |
| Rare | 40 |
| Epic | 55 |
| Prismatic | 70 |
| Mythic | 85 |
| Astral | 100 |
Plus +25 when the baby is born with more good genes than its best parent.
Artisan (Laboratory; the higher the step, the more Expertise):
| Action | Expertise |
|---|---|
| Pokémon fusion | 3 (Common) up to 21 (Astral) |
| Item fusion (TM, seal, equipment) | 6 + 3 per tier |
| Chaotic fusion | 4 + 3 per average TM tier |
| Fossils | 30 |
| Tempering | 15 × target level |
| Mega Stone forge | 60 |
| Seal removal | 5 + 3 per tier (whether it breaks or not) |
Researcher (catching):
| Rarity caught | Expertise |
|---|---|
| Common | 0.1 |
| Uncommon | 0.5 |
| Rare | 2 |
| Epic | 8 |
| Prismatic | 20 |
| Mythic | 50 |
| Astral or higher | 100 |
- A catch made in any weather other than clear sky is worth ×1.5. Weather opens at Trainer 20.
- Field record: the first catch of a species in a weather gives +5. Each species and weather pair counts once per account.
Tactician (attacking only; defending doesn't pay):
| Action | Expertise |
|---|---|
| Arena win | 4 to 12 (more against higher rating than yours) |
| Arena loss | 1 |
| Cup fight win | 15 |
| Cup reward: champion | 300 |
| Cup reward: chest (2nd to 10th) | 100 |
| Cup reward: Tokens (11th to 50th) | 30 |
What each grade unlocks
No grade gives "+X% damage". Each one changes a decision or opens a recipe.
Breeder
| Grade | Unlock | What it does |
|---|---|---|
| 2 | Inheritance table | When breeding, shows the chance of each gene coming from each parent |
| 4 | Second catalyst slot | Uses 2 catalysts on the same breeding (everyone else uses 1) |
| 8 | Breeder fertility | Each of your parents has +1 breeding in its lifetime |
| 10 | Chosen lineage | On each breeding, you pick which parent one of the 6 genes comes from |
Breeder grades 3, 5, 6, 7 and 9 don't unlock anything new. See Genetics.
Artisan
| Grade | Unlock | What it does |
|---|---|---|
| 2 | Bench notebook | 4 failures in a row on the same fusion step and the 5th one is a guaranteed success |
| 4 | Recipe: Artisan's Tweezers | Makes the Tweezers: removes a seal with no risk of breaking, up to Epic |
| 6 | Recipe: Fusion Core + Salvage | Makes Fusion Cores, and the Core comes back when a pokémon fusion fails |
| 8 | Recipes: Catalyst and Master Tweezers | Makes breeding catalysts and Tweezers that work up to Divine |
| 10 | Masterpiece | Once a week you arm it, and your next Laboratory fusion (pokémon or item) is a guaranteed success |
Researcher
| Grade | Unlock | What it does |
|---|---|---|
| 2 | Extended forecast | See 2 more weather windows, in every biome |
| 4 | Missing records + Recipe: Weather Bulletin | See, by biome and weather, what you still haven't recorded. Makes the Bulletin |
| 6 | Trail | Pick a target species: it shows up 1.5× more in its favorite weather |
| 8 | Recipe: Trail Lure | Makes the Lure, and the forecast goes to 4 extra windows |
| 10 | Almanac | Forecast for the whole week, in every biome |
- Trail doesn't work on legendaries, Megas, pseudo-legendaries or Ditto.
- The Weather Bulletin adds +2 windows on top of what your grade already gives.
See Weather by biome.
Tactician
| Grade | Unlock | What it does |
|---|---|---|
| 2 | Cup presets | 3 saved teams to switch cup formats without rebuilding |
| 4 | Opponent report | In the Arena, see the nature, ability and item of the defenders drawn for you that day, before attacking |
| 6 | Rules table | See who acts first and which moves are super effective, without running the fight |
| 8 | Recipe: Cup Dossier | Makes the Dossier |
| 10 | Captain | 5 presets and the extended report of last week's cup (top 100 and abilities) |
Recipes
Every recipe has a weekly quota per account, which resets on Monday. The product is tradable: players without the craft buy it on the Market.
| Recipe | Craft and grade | Cost | Weekly quota | Expertise | What the item does |
|---|---|---|---|---|---|
| Artisan's Tweezers | Artisan 4 | 300 Dust + 10,000 gold | 1 | 60 | Your next seal removal up to Epic doesn't break |
| Fusion Core | Artisan 6 | 400 Dust + 15,000 gold | 4 | 40 | The usual Fusion Core |
| Catalyst | Artisan 8 | 500 Dust + 5 boosters of any element + 100,000 gold | 2 | 120 | You pick which of the 8 catalysts |
| Master Tweezers | Artisan 8 | 1,000 Dust + 1 Fusion Core + 1 Mega Stone Fragment + 100,000 gold | 2 | 150 | Your next seal removal up to Divine doesn't break |
| Weather Bulletin | Researcher 4 | 100 Dust + 20 Ultra Balls + 15,000 gold | 2 | 40 | +2 forecast windows in every biome for 7 days |
| Trail Lure | Researcher 8 | 150 Dust + 1 Catch Elixir + 25,000 gold | 3 | 60 | 2 hours of Trail on a species you pick |
| Cup Dossier | Tactician 8 | 300 Dust + 40,000 gold | 2 | 60 | Opponent report and Rules table for 7 days |
- Recipe Expertise counts toward the same 1,000 weekly cap.
- Crafting is instant: there's no wait.
- Tweezers are armed first and only used up when they protect something. Without Tweezers, removing a seal has a 50% chance to break it.
- If you buy a Bulletin, Lure, Dossier or Tweezers on the Market without having the craft, you use it from your own Crafts tab.
Switching crafts
A craft is a commitment. Switching costs gold, time and part of your Expertise.
| Rule | Value |
|---|---|
| 1st switch | 250,000 gold |
| 2nd switch | 625,000 gold |
| 3rd switch | 1,562,500 gold |
| 4th switch | 3,906,250 gold |
| Cooldown | 30 days between one switch and the next |
| Loss | The craft you leave loses 25% of its Expertise above 600 (above grade 2) |
Each switch costs 2.5 times the one before. Safira doesn't lower the fee, the cooldown or the loss.
- The first 600 Expertise (grade 2) is never lost.
- The craft you leave keeps the rest of its Expertise. If you ever come back to it, it's still there.
- Swapping main and secondary costs the same fee, but has no loss. Whatever becomes secondary only counts up to grade 5.
Example. You're a grade 8 Breeder with 9,600 Expertise and switch to Researcher:
- the first 600 stay whole;
- the 9,000 above lose 25%: 6,750 is left;
- the Breeder ends up with 600 + 6,750 = 7,350, exactly grade 7.
A grade 10 Breeder (15,000) who switches keeps 600 + 14,400 × 0.75 = 11,400, grade 8.
See also
- Genetics: the Breeder's world.
- Weather by biome: the Researcher's world.
- Cup of the Week: the Tactician's world.
- Marketplace: where craft products are sold.
