Glossary

A quick reference to every game term, in alphabetical order. Franchise terms (pokémon names, moves, types like Fire/Water) are kept in English. Each entry links to the page that explains the topic in depth.

A

AoE: "Area of Effect". Moves that hit several enemies at once. Regions with many spawns have bigger packs, and an AoE moveset clears more monsters per swing (with a small single-target penalty). See Damage formula.

Arena: the asynchronous 3×3 PvP. No live battle: the result is simulated once and stored as a replay. Every attack pays Arena Tokens (3 on a win, 1 on a loss), spent in the Arena shop; the season chest, at the end of the week, is for the top 10. See PvP Arena.

Apex: the last Bond milestone (the bar at 100%). It gives a title with your name and the seat in the Hall of Veterans. See Bond.

Ascension Altar: where a level 100 pokemon you raised goes back to level 1 and earns a permanent Star (+4% to every stat, up to 5). See Ascension Altar.

Astral: the 7th rarity tier (stat mult. ×1.28). See Rarity.

B

Arena Token: the currency earned per Arena battle (3 on a win, 1 on a loss, attacker only). Spent in the Arena shop, and not tradeable. See PvP Arena.

Ball: the capture item. Four types by power: Poké (1), Great (3), Ultra (8) and Master (guaranteed, except on shiny). See Catching.

Box: the storage where every mon you catch, hatch, revive or fuse goes. Your lead and team are never in the Box. It has a limit, and it applies only to catching on the map: 15,000 until August 31, 2026 and 3,000 from launch on. See The box limit.

Bond: a bar from 0 to 100% that fills while you hunt with that pokemon on your team. Four milestones, from an item slot (25%) up to the Apex (100%). About 1 week for one you caught, 3 weeks for one you acquired. It resets when the pokemon changes owner. See Bond.

Booster: a type-themed held item granting +15% damage when the lead has a move of that element equipped. See Held, gems and healing.

C

Chest: the one and only way items drop: sealed, with contents fixed at the instant of the drop. Four rarities (Common, Rare, Epic, Legendary). See Chests and boxes.

Clan: an element choice that grants a permanent damage bonus to that type. You rank up by handing in tasks of the element. See Clans, friends and chat.

Common / Uncommon / Rare / Epic: the first four rarity tiers. See Rarity.

D

Divine (Divino): the 8th and final rarity tier (mult. ×1.36). It never appears in the wild: only as the fusion jackpot in the Laboratory. See Rarity and Fossils, Lab and Box.

Dust: the Box currency. The main source is releasing pokémon (1 for Common up to 3,000 for Divine), and it also drops from chests. It pays for four things: evolving, breeding at the Incubator, fusing in the Laboratory and Mega Evolution (forging the stone and awakening). The price rises with rarity (evolving to a second form costs 100 at Common and 1,000 at Divine). It is an item in your bag, so you can buy and sell it on the market (the Shop vendor does not buy it). Do not confuse it with Essence of Life, which is a breeding item. See Releasing pokémon and Dust.

E

Egg group: the breeding compatibility group. Two parents must share a group (and be of opposite genders) to produce an egg, canonical franchise rules. See Breeding.

Essence of Life: the breeding catalyst. Consumed to produce an egg from two parents. It only drops from Legendary chests (5%), which locks breeding behind real hunting. See Breeding.

Essence: the damage passive that Bond awakens at 100%, at half strength. Its name and strength depend on the individual's rarity (Stubbornness ×1.015 at Common up to Divine Breath ×1.25 at Divine, through Bond). Not to be confused with Essence of Life, a breeding item. See Bond.

EV: "Effort Value". Effort points trained via Vitamins (+10 per use), max 252 per stat and 510 total. They start at 0. See Stats.

Evolution: the species transformation, by level or by stone. Some branch (Eevee, etc.); Tyrogue and Wurmple decide on their own. See Evolution.

F

Faint: when enemy pressure overwhelms your sustain, the lead goes down. It costs 10% of remaining total exp (compounding), can delevel you, but is free below Lv 10 and never drops you below Lv 5. See Enemy threat and fainting.

Fossil: Epic+ chest loot that revives into a fixed species (Omanyte, Kabuto, Aerodactyl), the only way to obtain them. See Fossils, Lab and Box.

Founder: one of the first 100 players. Gets a sequential number, a kit, 30 days of premium and a gold-tinted companion. The biggest stat seal in the game (mult. ×1.50, multiplied by the companion's rarity). See Founders and referral.

Genesis (Genesis Pack): the second limited edition, 300 units. It grants a permanent seal, an exclusive outfit, 30 days of Premium and a green-aura companion (mult. ×1.42). See Genesis Pack.

Fusion / Laboratory: sacrifice 9 identical mons + 1 Fusion Core to synthesize one of a possibly higher tier. The only source of Divine. See Fossils, Lab and Box.

Fusion Core: the fusion catalyst, Epic+ chest loot. See Fossils, Lab and Box.

G

Gem: a type-themed consumable that grants +25% damage for 30 min, when the lead has a move of that element equipped. The multiplier doesn't stack; a 2nd gem extends the duration. See Held, gems and healing.

Gold: the economy currency, earned by hunting and trading. Tougher monsters pay more gold. See Marketplace.

Guarantee: how the marketplace holds whatever you list. The item/mon/egg/Safira leaves your save the moment you list it, and only comes back if you cancel or the listing expires. That way nothing is sold twice. See Marketplace.

H

Held (held item): an item equippable per mon, with a permanent passive effect while equipped (e.g. Choice Band +25% damage, Leftovers regen, Lucky Egg +25% exp). See Held, gems and healing.

I

Incubator: the slot where an egg hatches over time. You start with 1; the Incubator talent and premium/founder add more. See Breeding.

Inheritance Capsule: an item that moves 60% of the experience of a pokemon you raised into another one. The donor goes to the Memorial, and inherited experience does not create Bond. See Inheritance Capsule.

IV: "Individual Value". The genetic value of each of the 6 stats, uniform over 0–31, fixed at birth. See Stats.

L

Lead: the single team member that is hunting. It's the one earning your progress; it can never go to the Box. See Fossils, Lab and Box.

League (Arena): the rating band: Bronze, Silver, Gold, Diamond, Legend. Promotion/relegation is instant by threshold. See PvP Arena.

M

Line Mastery: the pokemon you have caught from an evolutionary line, added up forever. Four milestones (100, 400, 1,000 and 2,500) give catch rate and shiny odds in that line. See Line Mastery.

Marketplace: the player-to-player market, with guarantee and fees (4% sale, 1% listing). See Marketplace.

Memorial: the list of pokemon that left your box by donating in an Inheritance Capsule or through the old box conversion. They are not deleted: they stay listed with the level and Bond they had. See Inheritance Capsule.

Masuda: the franchise-inherited method of boosting shiny odds in breeding. Here: ×6 base (≈1/341), ×4 more if both parents are shiny (≈1/85). See Breeding.

Media: a species' "catch number": the average number of balls to capture it (lower = easier). It's the central denominator of the catch formula; defaults to 20 when data is missing. See Catch rates.

Mythic (Mítico): the 6th rarity tier (mult. ×1.21). See Rarity.

N

Nature: one of 25 personalities; each raises one stat +10% and lowers another −10% (5 are neutral; none affects HP). Rolled at birth. See Stats.

O

Offline (cap and yield): progress while you're away is computed on return, limited to a cap of 12h (raiseable) and a yield of ×0.8 (an offline window earns 80% of online). See Offline progress.

P

Potion: an auto-healing item: it restores a % of max HP when the lead hits a threshold, on a cooldown. Full Restore also sustains a "wall" region. See Held, gems and healing.

Pokédex: the record of species seen and captured. See Catching.

Power cap: the anti-stacking ceiling: the product of the rolled multipliers (stats × type × AoE) is capped at ~3× neutral. Talents sit outside this ceiling. See Damage formula.

Premium: a time-based account status, bought as a scroll in the VIP Shop. It gives +25% exp, +10% gold, +10% loot, +12h offline cap and +1 incubator that hatches 30% faster, never combat power. See Premium.

Prestige (node): an advanced talent that costs Tokens (not points), with monotonic spending. See Token and Talents.

Prismatic (Prismático): the 5th rarity tier (mult. ×1.15). See Rarity.

R

Raid: the legendary boss in intermittent windows; 4-player parties fight their own instances. A win pays gold + a chest, and a minimal chance (0.4%) to capture the legendary. See Raids and legendaries.

Rarity: an individual's status tier, from most common to rarest: Common → Uncommon → Rare → Epic → Prismatic → Mythic → Astral → Divine, plus the Founder (×1.50), Shiny (×1.45) and Genesis (×1.42) seals, which multiply the rarity instead of replacing it. See Stats and the Probability table.

Rate (kill rate): the hunt's "kills per hour". It's not a fixed number: it emerges from the lead's real stats against the region's resistance. See Damage formula.

Rating (Arena): your PvP score (floor 1000), which rises by winning attacks and falls when defeated on defense. See PvP Arena.

Revive: an item that brings the lead back after a faint. Max Revive is worth it for the penalty discount (3% instead of 10%), not the healing. Consumed strongest-first. See Held, gems and healing.

Hall of Veterans: where a level 100 pokemon of yours at 100% Bond retires in exchange for a permanent +1% on one account axis (experience, gold, catch or loot). There are 20 seats. See Hall of Veterans.

RNG: "Random Number Generator". The luck behind every roll: catches, loot, shiny, and more.

S

Safira: the blue VIP currency, bought with real money and spent only in the VIP Shop. Separated from gold by design. Tradeable on the market in any amount you want. See Safira and the VIP Shop.

Shiny: an independent 1/28,800 roll per encounter that multiplies the rolled rarity by ×1.45. Far rarer than Astral (1 in 1,989), and a high-tier shiny stacks both (Astral shiny = ×1.86). See Shiny.

Soulbound: bound to the account: it can never be traded (e.g. Founder companion, raid legendaries). See Marketplace.

STAB: "Same-Type Attack Bonus". A move whose element matches one of the lead's own types deals ×1.5 damage. See Type chart.

Starter: the only species a new player can pick as a lead: the 9 starters of Gen 1–3. See Getting started.

T

Talent: a node on the trainer progression tree (7 branches: Combat, Survival, Wealth, Luck, Logistics, Growth and Raising). They buff the whole operation, outside the power cap. See Talents.

Team: the up-to-3 mons in your party. Only the lead hunts; the others stay in reserve (and enter the Arena). See Fossils, Lab and Box.

Ticket (Arena): the entry to attack in the Arena: 5 per day, resetting in America/Sao_Paulo. It spends 1 per attack, win or lose. The Arena Ticket item (a rare chest drop) grants extra attacks, up to 3 a day. See PvP Arena.

Throughput: the way combat is modeled: instead of trading blow by blow, the engine computes a kills-per-hour rate from DPS vs the region's resistance. See Damage formula.

TM: "Technical Machine". A single-use disc (chest-only drop) that teaches a specific move; the disc's rarity sets the strength of the taught version. See Moves and TMs.

Token: the "build" currency, earned in Tasks and spent on talent prestige nodes and clan switching. It is non-transferable by design. See Daily and tasks.

TTK: "Time To Kill", the time to defeat one enemy. It's the anchor of the combat model: kills/hour = 3600 ÷ (TTK + travel time). See Damage formula.

V

Vitamin: an item that grants +10 EV to a stat. The only source of EV in the game. See Stats.

W

WOS: "Whiteout Survival", the mobile PvP model that inspired the Arena (asynchronous attack, rating, leagues, offline defense). See PvP Arena.

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