School
The School trains the reserves in your box while your leader hunts. Every enrolled student earns 25% of the experience your leader earns, even while the game is closed. Nobody fights for it: it is your leader's experience reaching more than one pokemon.
It is the right tool for raising a pokemon from scratch. Caught something good at level 1? Enroll it. It levels up on its own while you play normally.
Slots
You start with 1 student slot. You can open more:
| Source | Slots |
|---|---|
| Starting slot | 1 |
| Trainer level 15 | +1 |
| Own house in the City | +1 |
| Tutor talent | up to +2 |
| Raising branch milestone (8 points) | +1 |
The house slot works with any house you own, from the smallest house to the mansion. Owning more than one house does not open more slots. Shops do not count: shops already earn you income.
The cap: 85% of your trainer level
The School takes a student up to 85% of your trainer level and stops there. It is an on-ramp, not a replacement for hunting. A student at the cap can stay enrolled waiting for your trainer level to rise, but a pokemon already at the cap cannot be newly enrolled.
Quick rules
- Enrolling, swapping and removing students is free, as many times as you want.
- Pokemon on your team do not study: fighters already earn experience from fighting.
- Students do not earn Bond at the School. Bond measures hours of hunting with that pokemon, and a student does not hunt: it levels up on your leader's experience. To fill its bar, put it on the team.
- The School does not count towards Line Mastery. Mastery counts catches, and a student at the School does not hunt. See Line Mastery.
See also
- Experience and levels: how experience becomes levels.
- Talents: the Tutor talent and the Raising branch.
