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

v6.42.0
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