Strategy Guide
Getting started
Pick your starter from Flarekit (Flame, offensive), Drippet (Aqua, balanced), or Leafam (Leaf, defensive). Any of them can clear the game, but Leafam has a slight edge against the first two gyms (Normal and Aqua).
Catch 2–3 monsters on Route 1 to fill out your party. With multiple monsters you can switch to cover bad type matchups.
Stock up on balls whenever you have spare money — running out right when a rare monster appears hurts.
Catching monsters
Catch odds depend on the target’s remaining HP, its species catch rate, your ball quality, and status conditions.
Whittle HP down to the red zone, then inflict sleep (2x odds) or another condition (1.5x) before throwing. A monster with Sleep Spore or Thunder Wave makes a great dedicated catcher.
The legendaries (rare spawns on Route 8) are extremely hard to catch. Bring a stack of Master Grand Balls, put them to sleep, and keep throwing.
Type matchups
Flame beats Leaf and Wind; Aqua beats Flame and Stone; Leaf beats Aqua and Stone. Learn this core triangle plus Stone first.
Volt is strong against Aqua and Wind but is completely nullified by Stone. Stone resists Flame, Volt, and Wind but folds to Aqua and Leaf.
Shade and Light are super effective against each other — a high-risk, high-reward matchup that matters in the late game.
Moves matching your monster’s own type get a 1.5x boost (STAB). Build your team around that synergy.
Gym leader strategies
Gym 1 — Haruka (Normal, Lv6-9): Pebblit’s high defense walls her team. Level 8 or so is plenty.
Gym 2 — Nagisa (Aqua, Lv11-13): Bring Leaf types (the Leafam line, Buggle→Flutterly, or Shroomly). Zapkit’s Volt moves also work.
Gym 3 — Gozan (Stone, Lv16-18): Aqua and Leaf shine here. Train the Streamot or Hoppad you caught on Route 2. Note that Volt moves do nothing.
Gym 4 — Amane (Light, Lv21-23): Shade types hit hard (Battly is catchable back on Route 2), but watch out for their Light moves. A sturdy Stone type is also safe.
Gym 5 — Kuroe (Shade, Lv26-28): Light types like Ponika, Woolight, and Sparkfly excel. Her ace Phantomos is fast — paralyze it to slow it down.
Gym 6 — Raito (Volt, Lv30-33): Stone types nullify Volt moves entirely. Bouldrock or Drillmole can wall the whole gym.
Gym 7 — Enji (Flame, Lv35-38): Aqua and Stone types are your friends. His Will-o-Wisp burn is nasty, so pack Full Heals.
Beating the Monster League
The League is five consecutive battles: the Elite Four plus the Champion. There’s no healing between battles, but items work — max out on Max Potions, Revives, and Full Heals.
The Elite Four come in order: Wind → Stone → Shade → Light. Ideally prepare an ace for each: Volt, Aqua/Leaf, Light, and Shade respectively.
The Champion runs a mixed team of six (Lv47-50). The ace Phantomos Lv50 is fast and powerful — priority moves and paralysis help a lot.
Recommended level: 45+. You can re-challenge the League as many times as you like, so train up and try again if you lose.
Team Code PvP tips
In the Arena you can export your party as a Team Code. The code only contains species, levels, and moves — stats are recalculated from base stats on import, so no cheating.
Battles are you vs. the opposing team played by the AI, which picks moves based on type matchups. A sloppy team will lose.
A balanced six — spread types, a priority move, and a status spreader — wins most. Aim to beat the built-in “The Legends” team first.