Experience and levels
Your lead's level derives from total accumulated exp, not spent points. The curve has two phases: up to level 50 it is truly exponential (each level costs far more than the last), and from 50 onward it eases off: each level costs only a little more than the one before. The cap is level 500.
How exp grows
- From 1 to 50: steep growth. The first levels fly by, but every new level weighs much more than the last. This is the steepest stretch of the game.
- From 50 to 500: the climb continues on a gentle ramp: each level costs about 4% more than the previous one. Levels move at a steady pace again, and the wall builds up slowly as those 4% steps compound.
Exp-per-level table
Values computed from the game's formula. "Total exp" is the cumulative amount needed to arrive at the level; "Exp for that level" is the jump from the previous level.
| Level | Total exp to reach | Exp for that level (delta) |
|---|---|---|
| 2 | ~15 | ~12 |
| 5 | ~138 | ~60 |
| 10 | ~1,018 | ~288 |
| 20 | ~13,800 | ~2,800 |
| 30 | ~105,600 | ~18,300 |
| 50 | ~3.4 million | ~507 thousand |
| 60 | ~10.5 million | ~845 thousand |
| 80 | ~36.7 million | ~1.9 million |
| 100 | ~94 million | ~4.1 million |
| 150 | ~738 million | ~29 million |
| 200 | ~5.3 billion | ~205 million |
| 500 | ~686 trillion | ~26 trillion |
Apprentice Pace
A pokemon below your trainer level hunts with a tailwind. The further behind it is, the stronger the push:
| Where it stands | Experience |
|---|---|
| Up to 25% of your trainer level | ×25 |
| From 25% to half | ×12 |
| From half to 70% | ×6 |
| From 70% to 85% | ×3 |
| From 85% to 95% | ×1.5 |
| Above 95% | normal |
This is why a pokemon caught at level 1 climbs thirty levels in an afternoon, and why it slows down near the end. That is not a bug: past 95% the real game starts.
The Gym Master talent (Raising branch) pushes the accelerated step a little higher.
A pokemon with a Star (see Ascension Altar) has its own, stronger table, because it has walked this road once already:
| Where it stands | Experience |
|---|---|
| Up to half of your trainer level | ×16 |
| From half to 85% | ×12 |
| From 85% to 95% | ×8 |
| From 95% to 99% | ×6 |
The Pace bar shows up on the pokemon's sheet and on the hunt card, telling you the current multiplier and how long it lasts.
What this means in practice
The exp you earn per kill grows with the region level (see Regions and unlocking), and the world has ever-stronger regions waiting for you. In practice, for someone hunting well (right region, potions on):
| Milestone | Approximate pace |
|---|---|
| ~Level 20 | ~1 hour of hunting |
| ~Level 50 | a few days |
| ~Level 80 | about a month |
| ~Level 100 | around three months |
| Beyond 100 | the world has content far past it; the climb slows a little with every level |
Investing in your build shortens all of this: high-tier moves, seals, held items, clan and gems multiply your speed many times over.
Faints can delevel you
Because level comes from total exp, losing exp to a faint can reduce your level. Penalty details in Enemy threat and fainting.
See also
- Regions and unlocking: where per-kill exp comes from.
