Stats
Each Pokémon has six stats: HP, Attack, Defense, Special Attack, Special Defense and Speed. They come from the species' base stats, the level and the IV, using the 3rd-generation formula, with no EVs and no nature. Rarity and shiny add a percentage bonus at the end.
IV (individual values)
- Six values from 1 to 31, one per stat, drawn when the Pokémon is born, with the same chance for all. They never change, not when caught and not when the Pokémon returns to level 1.
- The higher the level, the bigger the difference the IV makes.
- The character's starter Pokémon has all IVs at 15, is always common and never shiny.
- Higher-rarity Pokémon have a minimum IV sum: Rare 60, Epic 80, Legendary 100 and Shiny 110.
Damage and moves
During hunting each Pokémon uses a standard move of its type, all with the same power (45), choosing the most effective one against the target when it has two types. A Pokémon strikes with the higher of its species' Attack and Special Attack. Damage uses the 3rd-generation formula, with same-type bonus (STAB 1.5), type effectiveness and a random variation. In hunting, immunity becomes "barely affects" (×0.25).
Speed and pace
The leader strikes every 2 seconds on average and the wild Pokémon every 2.6 to 3.6 seconds. The faster one attacks more often, smoothly (by the square root of the speed ratio).
Rarity (hidden until caught)
| Rarity | Chance to be born | Effect |
|---|---|---|
| Rare | 1 in 1,000 | +5% in one stat, −5% in another |
| Epic | 1 in 25,000 | +10% in one stat, −10% in another |
| Legendary | 1 in 300,000 | +15% in one stat, −15% in another |
The two stats are drawn from the six and may be the same (then they cancel). You only find out the rarity when you catch it.
Shiny
- 1 in 200 chance that the wild Pokémon is born shiny, regardless of rarity.
- +10% on every stat, added to the rarity bonus.
- Catching is pure luck: the chance per ball is fixed (Poké Ball 0.001%, Great Ball 0.002%, Super Ball 0.004%, Ultra Ball 0.01%).
- A shiny cannot be sold to the NPC, and only evolves with a Shiny Stone.
Catching
- The ball is thrown instantly when the wild Pokémon is defeated, one per defeated Pokémon. It is spent whether it worked or not.
- The chance depends on the species (the more valuable, the harder), the ball (Poké ×1, Great ×2, Super ×3.5, Ultra ×6) and pity: the more balls you have spent on that species, the higher the chance, up to 100%.
- The caught Pokémon returns to level 1.
- Fossils (Omanyte, Omastar, Kabuto, Kabutops and Aerodactyl) cannot be caught: they drop the fossil, which is exchanged for the Pokémon.
EXP and levels
- EXP from each wild Pokémon: level × 30 (the same value for the Pokémon and for the trainer).
- From level L to L+1: the Pokémon needs 40 × L² EXP, and the trainer 100 × L².
- There is no maximum level.
- Going past the map's maximum level does not reduce EXP or Gold.
Evolution
By level and manual. It consumes stones from the line's loot (e.g. Charmander → Charmeleon, 1 Fire Stone) and keeps the level; without them it returns to level 1. Each Pokémon's page shows the level and the stones for its evolution.
Economy
- Gold: comes from loot and from selling Pokémon. GPA Coin: premium currency, bought with real money (R$ 1.00 each) or from other players on the market.
- VIP: bought with GPA Coin (15 days = 10, 30 = 17, 60 = 30, 90 = 40); gives +50% EXP to the trainer and the Pokémon and the VIP badge.
- PokéMarket: Poké Ball 10, Great Ball 30, Super Ball 60, Ultra Ball 130, Potion 20, Super Potion 60, Ultra Potion 150, Hyper Potion 350 (in Gold).
- Player market: items and Pokémon listed by other players.
- Travel between regions: 800 Gold the first time and 400 afterwards.
Offline hunting
Up to 60 minutes of hunting with the game closed. The budget recharges over time, and the pace is the same as with the game open.
