Author: beforedawn Editors: fitzy, Strudels Based off the game by: Fuzzysqurl, IceKirby Special Thanks: Teddiursa Beginners: Feel free to go straight to Chapter 1 for basic tips and information so that you can optimise starting out. You can read the rest of this article when you want to pick up advanced advice. TL;DR: Do Normal Collector as much as you can, hoard Pokemon and don't sell them unless people ask for them, lead with your starter Pokemon and after you catch 91 Pokemon switch to whatever you like and change it up every week or so, throw Safari Balls on weak Pokemon you are super-effective on, throw Great Balls on strong Pokemon you are super-effective on or weak Pokemon you are neutral on, throw Ultra Balls on high-value Pokemon, buy Balls in tens, use your Finder every day, do not not think about collecting your favourite Pokemon until you have $5000 or else you won't be able to sustain yourself The #Safari Channel is one of five official games sponsored by the Pokemon Online client (the other ones being Tournaments, Hangman, Mafia, and Trivia). Safari is very much similar to the Pokemon GO game, as in they are outrageously popular (Safari is at least popular on PO), involve catching a lot of multiple weak Pokemon either spawned by yourself or for the group, and require candy for incredibly inefficient evolutions. In contrast, Safari offers a lot more dimensions than running around your local neighbourhood to pick up Pidgey and Rattata. Safari is programmed and managed by RiceKirby and Fuzzysqurl, who are also responsible for programming the majority of PO. It presents itself as a unique RPG-like game, where you take the role of an adventurous Trainer (just like the mainstream Pokemon games). As with any online RPG, all actions are instantaneous, meaning you do not need to "save" your progress. In this guide encyclopaedia, I will include basic comprehensive instructions, important tips, and how to self-sustain yourself. At the time of this writing, I have over $8 million in my bank account, an amount untouched by any other Safari player (however, the record for most money ever earned has to go to IkunTGz). Therefore, you can accept the tips I will tell you on how to scam be successful are trustworthy. Also, I'm a psychologist irl, so I know my RPG shit. Some players like to earn as much money as possible. Others like to collect their favourite Pokemon. Whatever way you prefer, this guide will include all the options you have at your disposal so that you can accomplish anything you desire, with all my personal tips, everything you could have ever needed to know, and more. There exists another guide by Nightfall Alicorn which still contains useful information, but is greatly outdated: http://pokemon-online.eu/threads/safari-hints-tips.32749/ TABLE OF CONTENTS 80% COMPLETE 1. Getting Started 2. Pokémon -Capture Process & Formula -Usage 3. Items -Money -Silver Coins -Poke Balls -Perks -Valuables -Consumables -Quest Items -Novelty -Costumes 4. Safari Modes -Baiting Mode -Contest Mode 5. List of Contest Themes 6. Player Interactions -Trading - -Private Trade - -Shop - -Auction -Battling 7. Quests -Login -Collector -Scientist -Arena -Wonder Trade -Battle Tower -Pyramid - -Example Run 1 (will post after Chapter 10 is finished) - -Example Run 2 (will post after Chaper 10 is finished) -Alchemist -Decor 8. Final Tips -Pricing of Regular, Alolan, Shiny, and Legendary Pokemon -Alternate Forms and Ball Seals -Authorised Events -Other Events, Tournaments, and Trivia -Bug Bounty, Changelog, and Suggestions -Ditto, Mew, Zorua, and Zoroark PENDING 9. The Usefulness of Each Type 10. Glossary of Commands Chapter 1: Getting Started Spoiler Just like any other side-game on Pokemon Online, you need to “register” your name (set up a password). To do that, select the “Register” button on the bottom to establish your nickname. More information on registration can be found in the general guide: http://pokemon-online.eu/threads/a-new-guide-to-pokémon-online-for-windows-version-2-6.34171/ Now, to start your Safari adventure, you need to select a starter Pokemon, choices of which include Bulbasaur, Charmander, and Squirtle. Chamander tends to be the most popular choice because…well…Charizard. I also recommend Charmander because Fire is a good type. Above all, however, just stick to which choice calls out to you. Unlike other Pokemon, your starter Pokemon CANNOT be sold or traded. Aside from collecting Pokemon, there are also many Items to obtain in Safari. You start off with 30 Safari (Poke) Balls, 5 Great Balls, 5 Ultra Balls, 15 Itemfinder uses, $300 cash, 5 Golden Bait and the Preschooler costume. All of these will be explained in-depth in the below articles, but for all purposes, you are set on your adventure. I recommend using the command /tutorial. This gives you a test run of everything I will explain below, but I still recommend you spend five minutes doing the test run so you can see how it happens. Chapter 2: Pokémon Spoiler: Capture Process and Formula Of course, this entire premise of this game revolves around Pokemon. You start off with one Pokemon, which you can never get rid of (but you CAN evolve). You are allowed a total of 384 Pokemon. One Pokemon is your partner (active) at all times, that you use alongside you to help capture wild Pokemon that can appear. Pokemon can also be sold/bought/exchanged with other players. When a wild Pokemon appears, all players are given the opportunity to throw a Poke Ball. You have seven seconds to decide which kind of Poke Ball you want to throw, as denoted by /throw name or /catch name. For example, /throw great means to prime a Great Ball and /throw ultra means to prime an Ultra Ball. These different Poke Balls are described below. Simply using /throw or an incomplete word, such as /throw grea results in throwing your default pre-set Poke Ball. You can change your default ball with /favorite. If you decide to revoke your throw, the command /catch cancel will abort your throw. After those seven seconds, all players throw their Poke Balls to attempt to catch the Pokemon. If everyone fails to capture, it becomes a free-for-all and a first-come, first-throw basis. After approximately twenty failures, the Pokemon will run away and NO ONE will catch it. Whereas in most games, you battle wild Pokemon to lower their HP, and they have a unique “catch rate” that determines how easy it is to trap them in a Poke Ball. Safari simplifies this process by identifying all Pokemon with their BST (Base Stat Total, the aggregate sum of all their battling stats). Captures in Pokemon Safari include the following variables: Wild Pokemon BST: The weaker the opposing Pokemon, the easier it is to catch. Scatterbug (BST 200) is a smidge harder to capture than a Wurmple (BST 195). Shelmet (BST 305) is also a little bit harder to capture (but still pretty easy). These small differences are nearly inconsequential, but make bigger deals when you go higher up. Your Partner Pokemon BST: The stronger your own Pokemon is, the more successful they are in captures. This is why higher BST Pokemon are usually (but not always) more valuable and useful than another Pokemon of the identical type. At the end of this guide, I will include of every type combination and the highest-ranked Pokemon for each one. Wild Pokemon Tier: If you don’t understand tiers, they are a ranking of each Pokemon based on their capability in actual Pokemon battles. To read more on them, you can check this link: http://pokemon-online.eu/threads/generation-six-tier-listings.23310/ The tiers observed include LC, NU, LU, UU, OU, Ubers. The higher the tier of a wild Pokemon, the higher multiplier it has to make capture difficult. As an example, Infernape is BST 534, just slightly higher BST than Blaziken (530). However, because Blaziken is Uber and Infernape is UU, Blaziken is SIGNIFICANTLY harder to capture. Type Matchup: The typing of your Pokemon versus the wild Pokemon matters. A Charmander (a Fire Pokemon) will roughly be twice as likely to be able to catch a Bulbasaur (Grass/Poison) compared to getting Pikachu (Electric) and twice as unlikely to catch Squirtle (Water). Note that ALL Pokemon types are taken into consideration. Charmander would have a x4 bonus against a Paras, since Paras is double-weak to Fire. Against something like Aron (Steel/Rock), the Rock part cancels out the Steel weakness to Fire, so it ends up being neutral. Let’s assume a Charizard (Fire/Flying) versus Aron. Again, the Fire part stays neutral, but Flying is resisted by both Steel AND Rock. The end result is that Charizard is x4 less likely to catch Aron. On the other hand, Charizard would be x16 as likely to catch that aforementioned Paras. Immunities are even harder than resistances, as they instantly drop you to a flat 1% rate (at worst). A Pikachu would have a 1% catch rate versus a Diglett. However, if your Pokemon has a secondary type that is super-effective, it would marginally be improved (0.15% times). Chinchou has approximately a 6% chance to catch said Diglett. Rare status: Legendary Pokemon and Shiny Pokemon DO appear. They are approximately four times as common as Shiny Pokemon in the actual games. Shiny Pokemon get purple lettering surrounding their appearance to make them more notable. Legends are automatically 50% and Shinies are 70% as difficult to catch. Legendary Pokemon can potentially be an "Event Spawn" in a Contest (see Chapter 4, Section 2), which makes them further twice as difficult. Boost-of-the-Day: Every day, a random Pokemon receives a special power-up for that day only to make it catch more often. Weaker Pokemon tend to receive more generous boosts. This boost also tends to make that specific Pokemon stronger than any other Pokemon (not counting all these other modifiers). Contest Rules: Special rules during the Contest mini-game that can can reverse certain rules or give certain Pokemon more (or less) strength. See Chapter 4, Section 2 for these rules. Poke Ball Strength: Different Balls have different strengths. See “Items” Chapter 3 Section 3 for more details. Spoiler: Usage The first obvious use of capturing Pokemon is eventually collecting a strong team of Pokemon to help you catch more and more Pokemon. Unlike the mainstream games and other unofficial RPGs, there is NO TRAINING or LEVEL UP in this game. Pokemon's strength is solely governed by their BST. You can have up to six Pokemon in your party, just like the actual games. However, since you only ever use one at a time, it is mostly just for show. There are other functions like battling that require six Pokemon, but I will explain those separately as they come up. You can look at anyone’s party with /view name. If you want to allow people to see your own party and your battles, use /view on. If you prefer to keep it secret, use /view off. To look at your own party at any time, use /party. You may save up to ten pre-made party sets. To save your current rendition, use /party save:number and it will save your team to that numbered slot. Activate it at any time with /party load:number. To see a full list of all your saved parties, use /party and any word after “party.” The commands /add name and /remove name add a specific Pokemon to the end of your party. The command /qload Charmander,Charmeleon,Charizard,etc. instantly “quick-loads” your entire party with whatever you like. Most importantly /active name puts whatever Pokemon you mention at the forefront of your party, making it ready for captures. You CANNOT change your lead Pokemon when a wild Pokemon is out or during a Contest, but you can change your auxiliary party members. You can see a list of all Pokemon you’ve captured in groups of 96 with /box, /box 2, /box 3, etc. This will show all your Pokemon (in order of capture) by their pictures. To see them listed by name instead of picture, use /boxt. To rearrange them by Pokedex number, type, BST, use /sort, /sort type:type name, and /sort bst, respectively. You can also use /sort number:descending and /sort number:ascending. It is also possible to look up a specific Pokemon. To look for name (or part of a name), you can use /find name (with pictures) or /findt name (with text). There is also certain criteria you can search under. After “find,” you can also add “shiny” (for all your Shiny Pokemon), “canevolve” (for all not fully evolved Pokemon), “finalform” (fully evolved Pokemon), and “canmega” (your Pokemon that can Mega Evolve). Other ways to search include: -by region. /find region kanto, etc. This shows you all the Pokemon by Generation. -by type /find type normal This shows you all Pokemon in a certain type. You can also put two types at once to search all Pokemon with both types. -by Pokedex number /find number 100 Searches Voltorb. -by Pokedex number range /find number 1 151 Searches all Pokemon from Bulbasaur to Mew. -by BST /find bst 500 Searches all Pokemon with 500 BST. -by BST range /find bst 500 550 Searches all Pokemon from 500 to 550. You can also use 500 > or 500 < for “500 and up” or “500 and down.” -by duplicate /find duplicate 2 Searches all Pokemon you have two of. You can also do “three of” and “four of” etc..203333333 It is also possible to combine search criteria with "&&." For example, /find bst 500 && region johto && duplicate 2 && type Fighting && lols will show me all 500 BST Johto Fighting-Type Pokemon with "lols" in their name that I have at least two of. As aforementioned, you can only capture up to 384 Pokemon. What happens when you run out of space? You can delete Pokemon from your storage, and you will EARN MONEY equal to its BST, with the command /sell name. This process is euphemised as “NPC’ing mons.” You will almost certainly get back a lot more money than the Poke Ball used to capture it (because Poke Balls are really cheap). Also there are some QUESTS (explained in Chapter 7), which may require you to sacrifice certain Pokemon. If other players are doing these quests but do not have said Pokemon, they may be willing to buy them from other players. If you have said Pokemon, you can sell it to them for much higher than NPC price. For these reasons, I recommend NOT NPC’ing Pokemon unless you are in dire need of extra space. Chapter 3: Items Spoiler Next, I will cover the different Items you can obtain in this game, because it can lead into easier explanations into everything else. I will include their basic effects, special usages, baseline market prices, and where to obtain them. A basic explanation can also be provided with the command /itemhelp followed by the name or part of a name of any item. To see a list of all items, use /itemhelp all. Several Items are split into categories, and you can view all items of that category by following itemhelp with “ball,” “perk,” or “costume.” The highest quantity of any Item that can be held is 999, unless otherwise noted. You can view all of your Items with /bag. To view them by name instead of by icon, use /bagt. Spoiler: Money The quintessential medium for trade. Can be exchanged for goods and services. Lending or donating large amounts of money is prohibited. Money is used to purchase more Items from the shop or from other players. It is also used to pay for certain quests (Arena, Wonder Trade, Tower, Pyramid, Décor). The most reliable way to earn money is from the Collector quest. Login (daily) and high Tower scores can also give small amounts of money. Max amount $9,999,999. Spoiler: Silver Coins Another type of money. However, this kind of currency can only be used at the store and not with other players. Obtained from Prize Pack, Tower, Scientist, Arena, and Pyramid. Max amount 9,998. Rayquaza is available from the Store for 9999 Silver Coins. Once you have achieved 9,998 Silver Coins, notify an admin, who will then manually present you with a Rayquaza. Spoiler: Poke Balls There are twelve different types of Poke Balls, each with varying effects and strength. They also have different cooldown rates. If you throw a Poke Ball and it fails to capture, you must wait a period of time before you can attempt to throw again (giving other players a chance). A successful capture has twice the cooldown rate. If you are priming your throw and someone else catches before you, you have no cooldown rate, as you never even got to throw the Poke Ball. This is important in trying to catch a Pokemon everyone is failing at Contests, or if you actually catch a Pokemon but cannot catch the next one that appears due to cooldown, especially in Contests (Chapter 4, Section 2). Safari Ball: Your basic tool to capture Pokemon. As expected, the success rate of this Poke Ball is very low. Because new players are on a tight budget, I strongly discourage them from throwing a Poke Ball at every single Pokemon. Richer players often find themselves with more Safari Balls than they could ever use, and thus use them leisurely. Assuming the player is using an extremely strong Pokemon (500+ BST) against a very weak wild Pokemon (300- BST), Safari Ball success rate is approximately 25%. However, as explained above, there are many variables that affect this, so it is only a blanket estimation. Cooldown of 6 seconds. This is the lowest cooldown rate of all Balls. In a contest, you will usually not miss the next Pokemon to spawn even if you do successfully catch. If you fail, you will almost certainly not miss the next spawn. 400 Safari Balls can also be used up to create a Prima Materia from Alchemist. Cannot be traded. Obtained from login (daily), the store, and Gachapon. Great Ball: Fifty percent stronger than the Safari Ball. It offers a decent chance for you to capture a Pokemon that you have a neutral type advantage against, and a pretty strong chance to capture a Pokemon you have an advantage against. Cooldown is 9 seconds. If you successfully capture a Pokemon during a contest, there is a decent chance you will miss the next Pokemon. Cannot be traded. Obtained from login (day 6), the store, Gachapon, and Pyramid. Ultra Ball: Twice as strong as the Safari Ball. The strongest of the three “basic” Balls, it offers a pretty high chance to catch a Pokemon with even neutral advantage. It even gives a decent chance to capture a Pokemon with disadvantage. If a very rare Pokemon that you want appears, consider throwing an Ultra Ball even if you have a disadvantage. Cooldown is 12 seconds. If you fail to capture a Pokemon with an Ultra Ball, you will very likely not get another chance. If you fail and especially if you succeed to capture a Pokemon during a contest, you will very likely miss the next spawn. Cannot be traded. Obtained from login (day 9), the store, Gachapon, and Pyramid. Myth Ball: Equal to Safari Ball. It can have two different effects. Against a Legendary, it instantly gets a x4 boost and x6 on Shiny Pokemon. This effectively nullifies the difficulty of these Pokemon and hits them with the strength of an Ultra Ball. That means, against Legendaries and Shinies, Myth Ball is ALWAYS the strongest choice (not counting Master Ball). For this reason, I always recommend players to carry at least one Myth Ball at all times, to get a good shot at capturing a Legendary or Shiny, should one appear. The different effect is against any normal Pokemon, where it will neutralise all type advantages or disadvantages your Pokemon may have on it, as well as any Contest rules. For the most part, you are better off using an Ultra Ball or not attempting to catch. It could be justifiable if a very rare Pokemon appears and you have more than a x2 disadvantage against it. Cooldown is 13 seconds. A small amount of Myth Balls can also be used up to create Golden Bait from Alchemist (see “Alchemist” below). Price approximately $300-$500. Obtained from Gachapon, Tower, and Pyramid. Luxury Ball: 25% stronger than Safari Ball. A capture with this Ball awards you money equal to half the capture Pokemon’s BST. Because it is barely stronger than a Safari Ball, I do not recommend using this Ball unless you feel you already have a very good chance of capture, or if you are indifferent whether or not it fails. I personally only use it against Pokemon of 400 BST+, while I have a type advantage and already own one of the wild Pokemon. Cooldown is 10 seconds. A small amount of Luxury Balls can also be used to create Golden Bait from Alchemist. This is a high cooldown-to-catch rate, so I discourage use of this Ball during Contests. Price approximately $150-$300. Obtained from login (day 21) Prize Pack, Finder, Gachapon, Tower, and Pyramid. Quick Ball: 10% stronger than Safari Ball. During the Ball-priming that occurs seven seconds after a wild Pokemon spawns, you are given two places in the random selection of the order of who throws first (you still only technically throw once, though), making it easier to throw sooner. The catch rate is still relatively weak, so I only recommend using this Ball against a highly coveted Pokemon that you already have an advantage against. This Ball is also useful to get more throws in Contests to improve the score, but I must also warn of the high cooldown-to-catch ratio. It is possible to use this Ball against a Legend or Shiny, but that is incredibly gutsy and I would not recommend it unless you have more than a x4 advantage. Cooldown is 12 seconds. Price approximately $200-$300. Obtained from the store, Prize Pack, Gachapon, Pyramid, and Tower. Heavy Ball: Catch rate gradually increases dependent on wild Pokemon’s BST. Anything less than 450 BST equals Safari Ball. Equals Great Ball at 450 BST. Equals Ultra Ball at 480 BST and exceeds it above that. However, you also need to consider how much easier and cheaper it is to get Ultra Balls and the worth of the Pokemon you are catching. For this reason, I generally would not use a Heavy Ball until 500 BST, where it will be about 30% better than an Ultra Ball. Heavy Ball reaches max power at 540 BST and beyond, at three times stronger than Safari Ball. Cooldown is 12 seconds. Price approximately $200-$300. Obtained from Gachapon, Tower, and Pyramid. Spy Ball: Twenty-five percent stronger than Safari Ball. No additional effect other than obscuring your name. Using the commands /bait spy and /gacha spy also conceal your name. Cooldown is 6 seconds. Because it offers no practical effect compared to Great Ball, it is strictly inferior. However, on the off-chance a Contest prohibits use of the Great Ball (particularly Night Theme), Spy Ball can find a use. Uses the Cherish Ball icon in the bag. Price approximately $50-$100. Obtained from the store, Finder, Tower, Pyramid. Clone Ball: Catch rate is same as Safari Ball. However, capture rate will never go above 5%. That means that, under a circumstance where Safari Ball would have had a 100% catch rate, Clone Ball would have a 5% rate, maximum. A capture with a Clone Ball gives you two of the Pokemon you caught. This Ball will always fail on a Legendary or Shiny. There are additional effects with the Scientist costume, explained in “Costumes” below. Uses the Dusk Ball icon in the bag. Cooldown is 11 seconds. Price approximately $200-$350. Obtained from login (day 24) the store, Prize Pack, Gacha, Tower, and Pyramid. Premier Ball: Catch rate equals that of a Great Ball. If your Pokemon is at least part Normal, it doubles to x3, making it stronger than an Ultra Ball. If you are using a Normal Pokemon, but have a super-effective advantage (because of your second type or are in an Inverted Contest), this Ball will equal Great Ball again, and should not be used. If you have a Normal Pokemon with a double super-effective advantage (e.g. Pyroar vs. Paras), this Ball will equal Safari Ball, and again should not be used. This makes it impossible to combine Premier Ball with type advantages. However, as long as you are using a Normal Pokemon without any type advantage, this Ball is incredibly powerful and exceeds the Ultra Ball. It is meant to augment the Normal-type, which would otherwise be bad due to not being able to get super-effective coverage. Cooldown is 10 seconds. 10 Premier Balls are also part of the cost to create 5 Golden Baits from Alchemist. Cannot be traded. One is obtained each time you buy ten Safari, Great, or Ultra Balls from the shop. For this reason, it is recommended you always only buy these Balls in multiples of 10. Also obtained from Pyramid. Mono Ball: Catch rate same as Safari Ball, but doubles if your Pokemon only has one type. Uses the mono-coloured Nest Ball icon in the bag. Cooldown is 10 seconds. Price approximately $200-$500. Obtained from Alchemist. Master Ball: Perfect capture rate. As expected from a Ball that cannot fail, it is not easy to obtain, and thus, people are always looking to buy one. If a Shiny or Legend spawns, you will most definitely want to use a Master Ball, unless you have over a x4 boost rate, in which case, the Myth Ball is probably a safe bet. A simple x2 boost is unreliable with Myth Ball. Cooldown is 60 seconds, which will always be doubled to 120 seconds. Price approximately $30,000-$50,000, but as a high-value Item, this price tends to be unstable. I've described price comparisons of Shinies and Legends below in Chapter 8, Section 1. I also described other high-value Pokemon in Chapter 8, Section 2. Obtained from login (day 31), Alchemist, Gacha, and Tower (impractical). Max amount 1. Spoiler: Perks Perks are important Items that enhance the strength of your other Items. Therefore, it is recommended you obtain these Items quickly to reap their bonuses as soon as you can. However, they also tend to not go cheaply, as they are all fairly difficult to obtain. After you obtain them, they work automatically. You get benefits only up to ten copies per item. You can own more than that, but you are at maximum power at ten. You can sell the extras to other players. Listed Items are from rarest to most common. Box: Every box you own enables you to own up to 96 more Pokemon (you start off with four). Cannot be traded. Obtained from the store for $100,000. Every subsequent Box you buy increases in price. It becomes $200,000 then $400,000 then $600,000 then $800,000 and then permanently $1,000,000. This is because a lot of power is given to people who own lots of Pokemon, because it increases the stock they can sell to other players for potentially high money. Can only be obtained from the store. You can own and use up to 999 Boxes. Amulet Coin: Increases NPC money by 3%. Box space tends to expire quickly for successful players and they find they need to NPC their Pokemon quite frequently. Therefore, owning an Amulet Coin increases the payload for doing so. Price approximately $8,000-11,000. Cannot be traded unless you have 10. Obtained from Gacha and Prize Pack. Soothe Bell: Cuts down on the cooldown rate of Balls by 2.5%. Price approximately $2000-$3000. Obtained from Gacha and Prize Pack. Silk Scarf: Increases the money obtained from Luxury Balls by 3%. Price approximately $1000-$3000. Obtained from Gacha and Prize Pack. Cell Battery: Gives you two more Itemfinder charges per day. Since it gives you bonuses every day, this is another important Item to acquire soon. Price approximately $2000-$3000. Obtained from Gacha and Prize Pack. Relic Crown: Increases the money obtained from pawnables by 1%. Price approximately $2000-$3000. Cannot be traded unless you have 10. Obtained from Finder. It is fairly rare, but since it is found with Finder, which should be used more than Gacha, there are many in circulation. Honey: Increases the success rate of Baits by 3%. Baiting is a big part of Safari (explained below), so this is another important Item. On the other hand, having a large amount of failed Bait gives you the Chef costume (also explained below), so it is recommended not to collect Honey before earning Chef. Two Honeys are also part of the cost to create 2 Cherry Delights from Alchemist. Price approximately $500-$1200. Obtained from Finder. Eviolite: Increases the BST of any 420 or less Pokemon by 8. That means with 10 Eviolite, a 420 BST Pokemon will effectively be a powerful 500. 4 Eviolite are also part of the cost to create a Mega Stone from Alchemist. Price approximately $500-$1200. Obtained from Finder. Spoiler: Valuables For the most part, these Items have no other use other than be exchanged for small amounts of money. However, some of them have alternative uses, which will be mentioned. Certain players also enjoy collecting them, and these Items can potentially be sold to these hypothetical players for slightly higher prices. As mentioned earlier, the Relic Crown Item increases the payout of these Items by 1%. For this reason, it is recommended to not pawn your Valuables until 10 Relic Crowns are owned. You can check the payouts of these Items with /pawn. To sell them, use /pawn item:quantity. To sell them all at once, use /pawn all. Pearl: Sells for $250. 50 Pearls can also be used to create 15 Big Pearls from Alchemist. Based off pawn rates, this is a loss of money, but Big Pearls have more utility, as explained below. Obtained from Finder, Gacha, and Pyramid. Stardust: Sells for $375. Obtained from Finder, Gacha, and Pyramid. Big Pearl: Sells for $795. 2 Big Pearls are also part of the cost to create 2 Cherry Delights from Alchemist. Obtained from Finder (with Explorer costume), Gacha, Pyramid, and Alchemist. Star Piece: Sells for $1500. Obtained from Finder, Gacha, and Pyramid. Nugget: Sells for $2000. A Nugget is also part of the cost to create 5 Golden Baits from Alchemist. For this reason, it can potentially sell up to $5000 to other players. Obtained from Gacha and Pyramid. Big Nugget: Sells for $5000. Obtained from Gacha and Pyramid. Spoiler: Consumables These Items are used with /use name unless otherwise noted. All of these Items are one-time use and have a tendency to be rare. Ampere Gem: Gives 20 extra Itemfinder uses. These uses do not expire at the end of the day. 20 Ampere Gems are also used as part of the cost to create a Mega Stone from Alchemist. Price approximately $800-$1500. Obtained from Event Tournaments, Prize Pack, Gacha, Tower, and Pyramid. Rare Candy: Gives approximately 245 Candy Dust. Candy Dust is used for evolving Pokemon. However, the rarity of Rare Candy and the relatively low amount of Candy Dust it yields is almost never worth the evolution process, unless it is a Shiny Pokemon, an especially rare Pokemon (540 BST and up), or a desperately needed Pokemon. Price approximately $5000-$6000. Obtained from login (day 15), Event Tournaments, Prize Pack, Finder, Tower, and Pyramid. Devolution Spray: Reverts a Pokemon to its previous evolved form and gives you half the amount of Candy Dust that it would need to evolve back. Devolution Spray is much rare than Rare Candy and does not nearly have as useful of an effect. It is only ever used to revert the evolution of a Pokemon that can evolve into multiple forms, and even then, it is only ever used for Eevee or a Shiny Pokemon. Use with /spray name. Price approximately $11,000-$30,000. Obtained from Prize Packs (rarely) and Pyramid. Mega Stone: Certain Pokemon are able to Mega Evolve, changing their stats, potentially type, and overall a 100 BST increase. Mega Evolution is usually not worth the rarity of the Mega Stone, and is usually used as a novelty Item. Mega Pokemon cannot be sold or traded. Mega Evolution only lasts for three days. Use with /mega name. Price approximately $20,000-$25,000. Obtained from Event Tournament, Prize Pack (rarely), Tower (impractical), and Alchemist. The list of Pokemon you have that can Mega Evolve can be looked up with /find canmega. Egg: Gives you any random Pokemon. More often than not, it will be a weak Pokemon, just because of probability. However, it can be up to 600 BST, whereas Baits and Gachas can only spawn up to 580 BST. Price approximately $8000-$12,000. Obtained from Pyramid, Sponsored Events, and Bug Catcher. Bright Egg: Gives you any random Pokemon, but there is about a 3% chance it will be Shiny OR a 1% chance to be Legendary. Like a regular Egg, it still cannot exceed 600 BST. Accurate price cannot be estimated because of its rarity, but I am sure you could sell one reliably for $500,000+. Obtained from Pyramid. Prize Pack: Gives you a random Item. From most to least common: 50 Rocks, 10 Gacha Tickets, 8 Silver Coins, 10 Baits, 5 Luxury Balls, 5 Clone Balls, 3 Ampere Gems, Honey, Eviolite, Nugget, 5 Quick Balls, Cell Battery, Silk Scarf, Soothe Bell, Rare Candy, Relic Crown, Devolution Spray, Amulet Coin, Mega Stone. Price approximately $5000-$8000. Obtained from Pyramid. Fresh Water: Lets you start your next Pyramid Quest with 220 Stamina. Cannot be traded. Cannot be obtained, only available as promotional Item. Cherry Delight: Increases your damage output (before applying weakness and resistance) during your next Tower Quest. However, it adds another hour to the cooldown from finishing Tower. Price approximately $7000-$10,000. Obtained from Alchemist and Sponsored Events. Spoiler: Quest Items These Items have no purpose other than to be consumed as costs for Quests (mostly Alchemy). Prima Materia: Used as part of the cost to create a Master Ball, 2 Cherry Delights, or a Mega Stone from Alchemist. Price approximately $7000-$13,000. Obtained from Alchemist by sacrificing 400 Safari Balls. The market price for 400 Safari Balls is $12,000, but the reason this Item was created in the first place was because Safari Balls are earned automatically in high amounts, making the creation process of Prima Materia rather cheap. Ball Fragment: 5 Ball Fragments are used as part of the cost to create a Master Ball from Alchemist. Cannot be traded. Obtained from Finder (with Explorer Costume). Because only one Master Ball can be owned at a time, if another Master Ball is obtained while one is already owned, it becomes a Ball Fragment instead. Black Apricorn: 10 are used as part of the cost to create 20 Mono Balls from Alchemist. Price approximately $50-$100. Obtained from Finder. White Apricorn: 10 are used as part of the cost to create 20 Mono Balls from Alchemist. Price approximately $150-$300. Obtained from Gacha. Décor Coupon: Allows for one free use of Décor Quest. Uses the Spell Tag icon in the bag. Cannot be traded. Cannot be obtained, only available as promotional Item, usually from Sponsored Events (see Chapter 8, Section 3). Spoiler: Novelty These are the rest of the Items. They tend to have very limited or specific function. All of these Items cannot be traded. Rock: These are used to throw at other players. There is a small chance that, if hit, the hit player cannot throw any Balls for 7 seconds. However, there is a higher chance you will hit yourself, causing you to be unable to throw for 12 seconds. The chance to hit yourself is much higher while a wild Pokemon is active, effectively nullifying any practical use of Rocking. You can hit another player’s wallet, earning you about $5. There is a higher chance you will hit and break a window, causing you to pay $12. Likewise, using a Rock on someone can also take away one of their Finder bonus charges, but it's more likely you'll give them another charge instead. Therefore, there is no practical use of Rocking, other than to express contempt and annoyance at other players. Rice and Fuzzy sometimes like to create prank events which automatically allow you to throw Rocks at a predesignated person. Examples of this include whenever a player deletes a Legendary Pokemon or losing in the Nub Arena. You can throw a Rock once every 15 seconds. Use with /rock name or /snowball name. Obtained from Prize Pack, Finder, Gacha, and Pyramid. RiceKirby and Fuzzysqurl often like to change the name of this Item to their whimsy. Stick: Similar to the Rock, it has no practical use other than to annoy other players and to show off that you own one. You can use your Stick every 10 seconds. Use with /stick name. Obtained from the store. Max amount 1. Burn Heal: Another Item used for the sole purpose to annoy. This will give your Burn Heal Item to another player. You cannot give Burn Heals for an hour after receiving or giving it. Use with /burn name. Cannot be obtained, only available as a promotional Item. There are about eight Burn Heals in circulation right now, four being mine. Gachapon Ticket: Enables one use from a vending machine that can distribute a variety of Items. From most common to rarest (approximate), the Item spawned can be: Rocks, Bait, Safari Ball, Great Ball, Ultra Ball, White Apricorn, Luxury Ball, Heavy Ball, Clone Ball, Pearl, Stardust, Big Pearl, Star Piece, a wild Pokemon, Ampere Gem, Cell Battery, Nugget, Silk Scarf, Soothe Bell, Big Nugget, Amulet Coin, Master Ball, Jackpot. Winning the Jackpot gives you 20 more Gachapon Tickets. For every 10 times anyone uses a Gachapon Ticket, this Jackpot will go up by 1. You can check the progress of Jackpot with /info. A Jackpot of over 100 will be considered high. You will notice during a high Jackpot that people will use Tickets more frequently, which will be accompanied by a higher amount of wild Pokemon. When a wild Pokemon appears, the Gachapon user always has the right to throw first. This wild Pokemon can potentially be a Shiny or Legend, but will never be 580 BST or higher, just like baiting. Potentially, two to four wild Pokemon will spawn at once. There is a chance that the wild Pokemon will run away and cannot be captured at all. The wild Pokemon will always run away while another wild Pokemon is active or during a Contest. For this reason, it is generally advised to not use Gacha during these periods. Use with /gacha. Traditionally, winning a contest earns 10 Tickets. Tickets can also be earned with Prize Pack, Finder, the Jackpot, and Pyramid. Tickets can also be bought from the store, and buying 10 at once earns an eleventh free. However, purchasing Tickets from the store is generally not worth the price. For this reason, I advise conserving Tickets that you earn until a sufficiently large Jackpot is open to win. Raffle Entry: Occasionally, RiceKirby or Fuzzysqurl will hold a promotional event where Raffle Tickets can be earned for a prize. Owning a Raffle Entry (or multiple entries) is automatic entry, and a drawing will be held at convenience where a Raffle Ticket will be chosen at random. There are various methods to obtain a Raffle Entry(s), decided by Rice’s or Fuzzy’s discretion. However, the usual method to obtain it will be buying it from the shop. Max amount 2500. Candy Dust: Pokemon need certain amounts of Candy Dust to evolve. Pokemon with multiple evolutions evolve randomly. The amount of Candy Dust is usually approximate to the evolved Pokemon’s rarity and BST. You can check the specific amount of Dust a Pokemon needs with /bst name. 50 Candy Dust is used as part of the cost to create 2 Cherry Delights from Alchemist. Use with /evolve name. Obtained from using a Rare Candy, Tower, and Pyramid. Max amount 1999. Itemfinder: At the start of every day, you are given 30 new chances to use your Itemfinder to collect uncommon Items. New players get 15. These charges expire after the first contest after midnight GMT (you can check the time with /info) so be sure to use up all your daily charges before then for free Items. It will also automatically refresh when you re-login after midnight. However, bonus charges (up to 999) earned any other way do not expire. This is the main source of profit for new players, and I encourage all players to use all their daily charges if nothing else every day. It fails 80% of the time. Otherwise, from most to least common: Spy Ball, Bait, Gacha Ticket, Luxury Ball, Pearl, Rock, three bonus charges, Stardust, Rare Candy, Relic Crown, Honey, Eviolite. The three bonus charges and charges added with Ampere Gem do not expire at the end of the day. 15 Itemfinder charges can also be used to create an Ampere Gem from Alchemist, but I highly recommend against this. There are additional effects with the Explorer costume, explained in “Costumes” below. Use with /finder. Bait: Use with /bait. It is improved with the Chef costume, explained in “Costumes” below. Bait is also used as part of the cost to create 2 Cherry Delights or Golden Bait from Alchemist. Obtained from Prize Pack, Finder, Gacha, Tower, and Pyramid. At least attempting to throw a Ball in a Contest also earns you 1 to 3 Bait at the end of it. Explained further in “Safari Modes” below. Golden Bait: Similar to Bait, but works off a different timer. Whereas usage of Bait is a rat race where everyone tries to use a Bait every 70 seconds, Golden Bait uses a separate window, where you are allowed to use a Golden Bait every 30 seconds (still only during Baiting phase, as described in “Safari Modes”), regardless of success or fail. Golden Bait has a flat 20% chance of failure, and has a small chance of being able to bait 600 BST Pokemon, unlike regular bait. It also has a higher chance to attract Shinies, Legends, and overall higher BST. New players start with 5 Golden Bait, but lack the chance to find rare Pokemon. Use with /gbait. Obtained from Alchemist. Spoiler: Costumes Costumes are a unique Item that a player wears. There are nine different costumes to collect that players can earn individually, and as a result, they cannot be traded. Players can see what costume you are wearing by viewing your party, unless you have that function turned off with /view off. A costume is activated by /dressup name. To disable all costume effects, use /dressup none. You can only change costume once every four hours. I recommend that Ninja should be the first costume to actively work towards, as it is relatively simple. After that, I recommend working on getting the Battle Costume, all the while collecting Caterpie, Weedle, and Wurmple (which helps obtain Breeder costume). The other four costumes should come to you with regular play. Preschooler: All players start with this costume to assist in captures. Your Starter Pokemon (evolved or not) gets a 30% catch boost as long as you have captured a total of less than 26 Pokemon. This is a huge advantage and new players have made incredible captures since this was implemented, so I highly recommend milking it for all it is worth. Capturing less than 51 Pokemon gives you a 20% boost. Capturing less than 91 Pokemon gives you a 10% boost. Upon your 91st capture, Preschooler costume loses its effect. By which point, I suggest retiring your starter Pokemon and switching your active Pokemon to whatever you desire. Breeder: Reduces the amount of Candy Dust needed for any evolution by 10%. This does work with Shinies as well. Obtained after having already done 10 evolutions. If you are wondering what to evolve first, the easiest Pokemon to evolve are Caterpie, Weedle, and Wurmple. They use up the least Dust. After this costume is obtained, I recommend not wearing it until you have 1999 Dust. Then put this costume on and evolve as many Pokemon as possible. Explorer: Itemfinder is 10% less likely to fail. There is a .46% chance to get Big Pearl (taken out of Pearl rate). There is .15% chance to get Ball Fragment (taken out of Luxury Ball rate). Additionally, all instances of Pearls, Big Pearls, and Stardusts get an additional 50% chance to double. Obtained by getting 500 finds off of Itemfinder, so it has to come with time (can be sped up with Ampere Gem, though). I recommend using this costume every other day. Use it right before the GMT day ends and use up your daily finder. After midnight turns around, your daily finder charges reset. Use those all up, and then change your costume until the day after tomorrow. Repeat. Pokefan: Increases earnings from Collector Quest by 20%. Obtained by giving 200 Pokemon to Collector. Since Collector is the most reliable way to earn money, this is a good way to augment it. Chef: Increases the likelihood that Baits will attract a Pokemon weak to your own, although it is still not guaranteed. Obtained by 500 failed Baits. This is the most popular costume to use, as baiting is a big part of the game. Battle Girl: Increases 20 damage all your Pokemon do in Arena and Tower. Obtained by earning 100 points in Arena. I personally recommend Cyan as the best option for racking up points. Check “Quests” in Chapter 7 for more information. Scientist: Removes the 5% max capture rate on Clone Balls. Also, a capture with a Clone Ball has a 5% chance to give you a second clone, giving you a total of three Pokemon off a single capture. It also gives you a 5% chance to Clone Legends and Shinies. Obtained by six previous Clone captures and earning 50 Silver Coins from Scientist quest. Ninja: 10% chance to skip a floor in Tower, but you must defeat the next opponent for it to count. Obtained by defeating 11 opponents in Tower without using a Pokemon over 500 BST. Universally, the best Pokemon for Tower no matter the BST are Dragons, Steels, and Ghosts. In this case, the most notable Pokemon will be Druddigon, Zweilous, Altaria, Doublade, Fraxure, Dragonair, Shelgon. Some people ask whether Battle or Ninja is better for Tower. I think Ninja is, but only marginally, and Battle is better as a costume overall for being good at multiple Quests. Rocket: Completing the Scientist quest has a 10% chance of recovering your Pokemon. Completing the Collector quest has a 5% chance of recovering a random Pokemon. Subsequent random Pokemon can also be recovered, but it’s 66% more difficult every time. NPC’ing a Pokemon has a 3% chance recovery. Obtained by earning a total of $150,000 from NPC’ing and also catching 100 Pokemon from other players’ baits. This is a good costume, but Pokefan is overall better for being more reliable and having a consistent effect. I would only use this costume if you intend to do Collector and Scientist, as well as NPC many Pokemon, all at once. Inver: Reverses type match-ups. Fire becomes good on Water, Water becomes good on Grass, Electric becomes good on Ground, Ground becomes good on Flying, etc. It also makes Premier Ball always equal Great Ball. Obtain method is secret. I personally believe there is no possible way to obtain it outside of promotional events. Chapter 4: Safari Modes Spoiler There are two important phases that the Safari game shifts between, which I will describe as the "Baiting Phase” and “Contest Phase.” Oftentimes, Contests are the primary point of interest for Safari, but there are also special and important actions you can take in the time between during Baiting Phase, as well. Baiting Phase lasts 25 minutes. Contests last 5 minutes. Therefore, a full cycle of Baiting and Contesting takes 30 minutes. Spoiler: Baiting Phase Most of the game is during Baiting Phase. Even though Contests are the most eyecatching aspect of Safari, most of your actions take place during Baiting Phase. (This is because Contests are such a big thing that you can’t actually do anything else anyway.) Here is a list of actions you can do in Baiting Phase that you can’t do during a Contest: -trade with other players or purchase from shops -perform quests or battle -NPC Pokemon -change or evolve your active Pokemon (you can modify and even evolve your other team members during a Contest) I already covered evolutions, changing your team, and NPC’ing in previous chapters, and I will talk about trading,quests, and battling in later chapters. However, the most important element of the Baiting Phase is, of course, baiting. As I mentioned, bait is an Item that is very easy to get. You can buy it from the in-game store, but it is rarely worth it, considering how common it is. Every 70 seconds during the Baiting Phase, players are allowed to use up a Bait Item to try and summon a wild Pokemon. Only one person may bait every 70 seconds, so this usually becomes a race to bait as soon as possible. If you attempt to bait before this 70-second mark, you will see the timer that indicates when the window to bait will open. Timing is important. In order to discourage repeated inputs of the /bait command, if you attempt to bait twice in the same second, you will stumble and be unable to bait for approximately three long seconds. Because many people are trying to be that one lucky person that enters the /bait command first, you need to be diligent to time it right and bait at the exact second. Bait has a 40% chance to fail (goes down to 10% if you have 10 Honey). If you use your Bait and fail, you need to wait 13 seconds to try again, in order to give the other players a chance. Attempting to bait while a wild Pokemon is active will automatically prime your Ball throw. If you do bait a Pokemon, whether you succeed in catching it or not, you need to wait approximately four minutes until you can bait again. This means, assuming other players do not miss the bait intervals, you need to wait for three other players to bait before you can bait again. You are still allowed to try and catch Pokemon baited by other players. If you attempt to bait again before then, you will be notified you are still in waiting to re-bait, but you can still see the timer of when the window opens for everyone else. When you bait, you usually (but not always) have a type advantage over the Pokemon that you bait (this chance is improved with the Chef costume). Additionally, you ALWAYS have first dibs on throwing a Ball. This means you usually have a decent chance at catching the Pokemon you baited. As a result, baiting is a good way to reliably catch Pokemon for yourself and collect revenue and potentially rare Pokemon. Any Pokemon is capable of baiting any other Pokemon, but priority is given to Pokemon that are weak to your Pokemon. As I said before, you are not more likely to bait a Pokemon if you are "more" super-effective; just being effective is sufficient. As mentioned, you can influence your baits with type advantage. If you want to bait a certain type(s) of Pokemon, you can lead with a Pokemon that is strong on those type(s). For example, if I want to find more Ground and Fire-type Pokemon, I should be using a Water Pokemon. This is a good way to decide which Pokemon you should be leading with during Baiting Phase. If you are not searching for a specific Pokemon, I suggest swapping out different types of Pokemon from time to time, so that you do not bait the same type of Pokemon over and over and can get some diversity. It is also helpful to decide which Pokemon to use while Baiting. Let’s say I’m looking for Grass Pokemon in general, or perhaps a specific Grass Pokemon. It is more helpful to use a Poison Pokemon as opposed to an Ice Pokemon. That is because Poison is super-effective against a small pool of Pokemon, so proportionally, I will run into Grass Pokemon more. In contrast, Ice Pokemon is super-effective against many types of Pokemon, and thus I will run into an overall lower amount of Grass Pokemon. REMEMBER: The strength of the super-effectiveness does not matter in baiting; it is how many other Pokemon that are competing for that position. Therefore, the more types of Pokemon you can cut out from the pool, the more likely you are to find a desired Pokemon or type. Dual-types can also be a factor in this. Let’s say I want to look for a Fire-type Pokemon. A Ground Pokemon like Hippowdon will bait Fire Pokemon. However, Hippowdon is also just as likely to bait Poison, Rock, and Steel Pokemon. The Normal/Ground Pokemon Diggersby, however, is not as likely to bait Rock and Steel Pokemon on virtue of its Normal typing, since the Normal part neutralises Diggersby’s would-be advantage on Rock and Steel. Therefore, Diggersby is better at baiting Fire Pokemon than Hippowdon. The strongest BST a Pokemon can be baited is 580. Shiny and Legendary Pokemon CAN be baited. There also exists Golden Bait, which can bait up to 600 and has a higher chance to attract Shinies and Legendaries. Golden Bait also uses a different baiting window than Bait does; you can use Golden Bait every 30 seconds, irrespective of normal Bait. Spoiler: Contest Phase Safari Contests are depicted as a competitive journey by all players to a habitat (or “themes”) to search for wild Pokemon. 3 minutes before Contest Phase starts, there will be an announcement that a Contest will start soon. This announcement also goes up in the #Tohjo Falls main channel. During this time, you will want to make sure you have a good amount of Balls (ideally at least 10 of each) and select a Pokemon to use for the Contest. You will also receive a warning if you have 5 or less Box space, so you may want to clear out any unwanted Pokemon during this time in preparation. This announcement will display three different themes that will be selected at random, as well as any special randomly-generated rules they may have. To make sure your assets are covered, it helps to select a Pokemon that can fare well in any of the three themes (I will give a guide on selecting your Pokemon in the next chapter). If it becomes contradictory, you may have to settle on preparing yourself for your two favourite two themes and hope the third one does not get picked. Every three Contests announcements, players are allowed to democratically vote on a theme, and whichever gets the most votes will be picked (randomly, in case of a tie). Players usually debate on which theme they wish to pick so they can be collectively prepared, so in these cases, you can usually afford to be more selective in which active Pokemon to bring. You can re-check this Contest announcement at any time with /info. You can use the command /flashme to toggle an option that can flash you whenever a Contest announcement is made or a Contest commences. The command /lastcontests displays the previous ten Contests played, how long ago they were, the rules, the winner, and winning Pokemon. To decide which Pokemon to use in the Contest, use the /find command to look up which Pokemon is the best choice. Explanation of this command is explained above in Chapter 2 Section 2: “Uses.” You first want to decide which type of Pokemon to use. After that, you normally want the highest BST of that type Pokemon (be mindful of dual-types, which may be for better or for worse), although you might want to consider other factors based on specific rules, such as BST and Region. Pay heed to the chat, as it might point out a rule you had not otherwise noticed or a good idea that you overlooked. Here is a list of alternate rules that may occur during a Contest. These rules are always random, but some themes implement them more frequently than others. (This will be explained when relevant in the next chapter.) You can review these rules with the command /contestrules. Nerfs and Buffs: Pokemon can become nerfed (weakened) or buffed (strengthened) through a number of factors. Nerfs are applied before any other boost. If you have any number of nerfs, your catch rate is immediately dropped by 70%. Every buff you have increases the catch rate by 25%. It goes without saying that nerfs are a lot stronger than buffs, so avoid nerfs at all costs. Buffs are good, but natural type advantage is stronger than a buff, so do not pick a buffed Pokemon in favour of a Pokemon that would be stronger type-wise. Ideally, pick the best Type Pokemon for the job, and afterwards incorporate as many buffs as you can while avoiding nerfs. Pokemon can be buffed or nerfed on virtue of Type, Region (Generation), Shininess, and Legendary status. By tradition, Shininess is never nerfed except in the Snowflake Theme, and Legendaries are never buffed. A single Pokemon can pick up more than one buff at once. Likewise, Pokemon can be buffed by a given type even if has another secondary type. BST: Sometimes, Contests implement a BST cap on your active Pokemon. If your Pokemon exceeds this cap, it will not be prevented from throwing a Ball, but it will be nerfed, so it is best to adhere to the recommended BST. This encourages diversity in Pokemon usage. Additionally, this rule does not take into consideration Eviolite boosts. For example, in a Contest where the Recommended BST is 420 or lower, you can still use a 420 BST Pokemon with effectively 500 BST under the power of Eviolite and not be nerfed. Alternatively, there exists an Inverted BST rule. Under this rule, weak Pokemon become strong and strong Pokemon become weak, and higher BST Pokemon become easier to catch. In this case, the effect of Eviolite is ignored entirely. If you have trouble deciding whether to pick between an Inverted BST Contest and two other Contests, I recommend picking a Pokemon with 420 BST or lower. That way, you can have a moderately low BST Pokemon for an Inverted BST Contest, and have an Eviolite-boosted Pokemon if another themes is picked instead. Type Effectiveness: Usually, your catch rate is based off how much your Pokemon has an advantage on the wild Pokemon. Three other modes can change this. Under Inverted Type Mode, you get a better catch rate if your Pokemon has a DISADVANTAGE on the wild Pokemon (so your Poison Pokemon would be strong against a wild Steel Pokemon). Under Weakness Mode, you get a better catch rate if the wild Pokemon has an advantage over your Pokemon (so your Nomal Pokemon would be strong against a wild Fighting Pokemon). Under Resistance Mode, you get a better catch rate if the wild Pokemon has a disadvantage over your Pokemon (so your Flying Pokemon would be VERY strong against a wild Ground Pokemon). Forbidden Balls: You are not allowed to use certain Balls. Usually this should not be a problem, but it is most awkward when Great or Ultra Ball is forbidden, because they serve a niche as a midway Ball or a powerful Ball, respectively. This can usually be remedied by using Spy and Heavy Balls instead, respectively. Certain themes are designed to always only allow specific Balls. Reward: Traditionally, whomever wins a Contest will receive 10 Gacha Tickets, unless another reward is specified. This can be something else entirely, or something else in addition to 10 (or more) Gacha Tickets. This tends to be random, although some themes are more prone to alternative rewards. When the Contest begins, the first Pokemon will spawn immediately. More Pokemon will spawn at random intervals over the next five minutes. This is why Ball cooldown is important; if you throw a Ball, whether it fails and especially if it succeeds, you may miss the next Pokemon. This discourages throwing Balls at any Pokemon willy-nilly, especially if you have a disadvantage. You can recheck the Contest rules and the remaining time with /info. As always, Shiny and Legendary Pokemon are capable of spawning. In these cases, it is almost always worth it to use a Master Ball, even though the cooldown on that will almost guarantee you will not win the Contest. If you think you have enough bonuses via type advantage and Contest rules, you can attempt to use a Myth Ball instead, and in extreme cases, a Quick Ball. Legendary Pokemon may occasionally be “Event Spawns.” Event Legends cannot be Master Balled and are instantly twice as hard to catch. The winner of a Contest is whomever catches the most Pokemon. Winners usually can catch an upwards of eight Pokemon, which puts importance on having sufficient Box space. It is disappointing to lose a Contest because of insufficient Box space. It is even worse if a Shiny or Legendary Pokemon spawns and you cannot even attempt to capture it due to insufficient space. In case of a tie, winner goes to whomever captured the highest accumulated BST. Prudent and competitive players keep note of which player caught which Pokemon, so they will know how much more Pokemon to catch to win. This is helpful in deciding which Ball is the best choice to use, especially the Quick Ball. Players can participate and drop out of Contests at their own leisure. It is perfectly possible that a Contest is ongoing once you get online. Although the chances are slim, it is certainly possible to win a Contest you join midway through. Conversely, you don’t necessarily have to participate in the Contest if you don’t wish to, and you are still allowed to attempt to capture a Pokemon here and there if it has your interest. When the Contest ends, the scores of everyone that made at least one capture is listed. The winner and the winner’s Pokemon are congratulated. Any player that attempted to throw a Ball (whether or not it actually was thrown) will receive 1 to 3 Baits. If midnight had passed since after the previous Contest, the new Safari day starts, which gives you Login bonuses (this can be triggered early by re-logging) and a new Boost-of-the-Day. The Scientist Quest also asks for a new Pokemon if it expired during the Contest. Baiting Phase then resumes, and the first window opens four seconds after the Contest ends. This allows for very little time to switch your active Pokemon, and the first bait after a Contest ends is highly anticipated. Although not very relevant, here is a list of actions you can also do during a Contest: -use Items, including Finder and Gacha -evolve Pokemon and edit party (other than your active Pokemon) Chapter 5: List of Contest Themes Spoiler Here is an alphabetical list of the 33 themes that can be encountered in Contests. Also listed are the general types of Pokemon you can find in each one and notable Pokemon, as well as the best type of Pokemon to use. I will also include any rules that are more likely to appear for certain themes. I will not include a full comprehensive list of all Pokemon that can appear because one, the full list is private knowledge. Two, it is impractical to include the entire list of Pokemon for each theme, when there are about 80+ for each. Three, it is a lot easier to describe the types of Pokemon that appear, because themes are usually programmed by including all Pokemon of a certain type, not mon-by-mon. After one theme has been visited, it will not be seen again for two hours. (A theme must wait four Contests before it can be done again.) You can look up the list of all themes with the command /themes. Spoiler: Abundant Shrine Designed by Ancalagon. Expectedly, most of the Pokemon are those that appear in the same location in Unova. http://bulbapedia.bulbagarden.net/wiki/Abundant_Shrine However, there are also lots of filler Pokemon that are added as well. The type that spawns in this contest is predominantly Flying. Water is also plentiful, with a bit of Grass. There’s also a little Psychic and Ghost as well. Notable Pokemon include both forms of Landorus and Tapu Bulu. Electric is perhaps the best choice, and Ice is good as well, notably Weavile. Spoiler: Asia Designed by beforedawn. Based on Pokemon that have designs based on Asian culture. Kanto, Johto, Hoenn, and Sinnoh Pokemon are frequently buffed. Due to the mythological nature of this theme, 10 Myth Balls are always added to the prize in addition to the 10 Gacha Tickets. The type spread is diverse, but Psychic and Ghost spawn the most frequently. There are also a number of Bug, Fire, and Fighting Pokemon. Common spawns include Nincada, Bronzor, Drowzee, Litwick, Chimchar, and Magby. Notable Pokemon include Jirachi, Tornadus, Thundurus, Landorus, and Celesteela. I’ve determined that Flying is the ideal type for this theme, due to its coverage on Fighting Pokemon while maintaining strong neutral coverage. Drifblim is perhaps the most versatile Pokemon, as it can also get coverage on Psychic and Ghost Pokemon. Other strong choices include Gyarados, Gliscor, and Togekiss. Spoiler: Brown Includes Pokemon in http://bulbapedia.bulbagarden.net/wiki/List_of_Pokémon_by_color#Brown, excluding Regirock and Volcanion. This theme is overwhelmingly Normal Pokemon, but there is also a very high amount of Ground, Flying, Rock, and Fire. Just think “Brown = mud.” Notable Pokemon include Entei, Heatran, and Landorus. Fighting is by far the best Type to use, for its advantage over the many Normal and Rock Pokemon. Water is also very strong, because of all the Ground, Rock, and Fire. Ice is very close as well for being able to hit Flying and Ground. I would say Poliwrath is perhaps the best choice to use. Spoiler: Cave Just as you’d expect, this is full of almost exclusively Rock and Ground-type. Notable Pokemon include Zygarde and Diancie. It goes without saying that Water and Grass are the best types to bring. Ludicolo is the single best choice. If you have to choose one, however, Water is better, due to the occasional Zubat. Spoiler: Cerulean Cave Obviously based off the location in Kanto. You can see the list of Pokemon here: http://bulbapedia.bulbagarden.net/wiki/Cerulean_Cave. Water is the predominant type here. This theme generally has high BST Pokemon, as expected as the final Kanto level. Notable Pokemon include Mewtwo and Mew. Electric is the most recommended type here to catch these Water Pokemon. Electric is also good to catch the otherwise difficult-to-catch Gyarados and Golbat in this theme. As a side note, Ditto sometimes spawns, but it always spawns in disguise as a random Pokemon. If you see a Pokemon that seems out of place in this theme, it is most likely a Ditto. It is also possible for Ditto to disguise itself as a Legendary Pokemon, so always think twice before using a Master Ball. (Mew can too, but it's so rare that it's not as big an issue.) Ditto always has an abnormal BST. Always remember that Legendary BST’s are always divisible by 10, and have a general understanding of what each Legendary’s BST is. Also, the only Legend that appears as itself in this theme is Mewtwo anyway, so if you see anything like a Lugia, it is most definitely Ditto. Spoiler: Daycare This theme only allows three Balls: Safari, Great, Premier. Also, there is a cap of 480 BST, so anything over that will be nerfed. A single Rare Candy (12% of the time) or Eviolite (1% of the time) is sometimes offered as the reward instead of Gacha Tickets. This theme features all LC tier Pokemon, with the addition of Metapod, Kakuna, and Spewpa. Notable Pokemon include Phione. This theme is also notable for spawning only the base form versions of Pumpkaboo and Deerling, which are usually difficult to obtain due to competing spawns with three other forms. There is a large diversity of types, so there is no particular Type of Pokemon that is best to combat this theme. However, it is best to bring a Pokemon as close to 420 BST as possible, as this is the highest BST that can still receive an Eviolite boost, giving them effectively 500 BST. Single-type Pokemon receive special mention as the best Pokemon for this theme, as they have access to the powerful Premier Ball. This is especially true for Normal-type Pokemon, which receive a bonus buff from Premier Balls. (Linoone and Castform are 420-BST Normal Pokemon, making them the single best options.) Archen and Azumarill are two other powerful choices. If not using a Normal Pokemon, Great Balls offer a reliable catch rate for these Pokemon. Winners of Daycare theme use a lot of Premier Balls or a smart balance between Great and Safari Balls. Spoiler: Default Random rules. All Pokemon, including Legends up to 580 BST, have a chance to spawn. As there is no particular pattern to Pokemon that can spawn, there is no particular recommendation for what Pokemon to bring. This is a wild card and can usually be ignored when preparing for the two other random themes (and as a result is not very popular). However, as general with themes with no particular type pattern, Normal is a good type to bring because it can use the powerful Premier Ball. Other Pokemon that can naturally cover a wide array of types, such as Terrakion, Infernape, Aurorus, and Swampert, are also excellent. Spoiler: Desert This theme is almost exclusively Ground. There are also a handful of Grass-type cactus Pokemon. Notable Pokemon include Regirock, Registeel, and Groudon. Ludicolo is the best Pokemon to tackle this theme, due to its double advantage over Ground (as well as the occasional Rock), although Ice Pokemon are also noteworthy for coverage on both Ground and Grass. Spoiler: Dojo This theme specialises in Fighting Pokemon. However, the Honedge and Pawniard lines can also make appearances (because swords), as can Snorlax (sumo wrestler) and Froakie line (ninjas). Notable Pokemon include Cobalion, Terrakion, Virizion, Keldeo, Marshadow, and Aegislash-Blade. The best Pokemon to use is Togekiss for its double advantage over Fighting Pokemon, its general high BST, as well as having a small advantage over the number of Dark Pokemon. Gardevoir also works, but its Psychic half hurts it against Dark Pokemon. Unfortunately, usage of these Pokemon usually means a strong disadvantage when any member of the Honedge line spawns, but that is but a small minority compared to all the strong Fighting Pokemon you can catch. Spoiler: Dragonspiral As you’d might expect, this is almost exclusively Dragons. This also includes the Treecko line and Charmander line. Just like the actual Dragonspiral Tower in Unova, the Golett line can also spawn. Notable Pokemon include Reshiram, Zekrom, Guzzlord, and Alolan Exeggutor. The best Pokemon to bring are those that can take the Dragons. This includes Fairy, Dragon, and Ice-type Pokemon. I recommend Ice, because it can also take the number of Grass, Flying, and Ground Pokemon in this theme. The number one choice is Aurorus, because of the virtue of its Rock typing to hit the Flying-types even harder, particularly Charizard. This is an overall popular theme, because Dragons. Spoiler: Factory This theme is half Steel and half Electric. This makes it one of the more troublesome themes, since these two types have a low amount of weaknesses between them. Notable Pokemon include Zapdos, Raikou, Genesect, Xurkitree, and Alolan Raichu. The number one type to bring is Ground, but Fire and Fighting are also workable. This also makes Camerupt the best choice for this theme. Spoiler: Fairy Tales Designed by Joeypals. It is designed as a fantasy motif, so there is no specific type or pattern. Notable Pokemon include Entei (because of the third Pokemon movie), Hoopa, and Tapu Lele. There is a mix of Normal, Fairy, and Psychic (particularly Unown). You won’t be able to have an advantage on all three, but trying to cover two is possible using Aegislash or Bisharp. If all else fails, you can always bring your best Normal Pokemon and stick to your Premier Balls. Spoiler: Forest Predominantly Grass and Bug, with several Flying. Notable Pokemon include Celebi, Xerneas, Tapu Bulu, Buzzwole, and Cherrim-Sunshine. This is a very easy theme as both Fire and Flying are good picks for it, making Charizard the best choice. Spoiler: Lake Expectedly, this is mostly Water Pokemon. However, there is also a small amount of Grass, Bug, and Flying Pokemon (and the occasional Stunfisk) living on the lakeside. Notable Pokemon include Suicune, Uxie, Mesprit, Azelf, and Tapu Fini. Electric is the preferred type over Grass, but Grass is still do-able. Emolga is the best Pokemon for this theme, as its Flying-type helps on the many Grass and Bug Pokemon. Spoiler: Meadow The name sounds like this theme should have many Grass Pokemon, and it does, but it has just as many Normal and Fairy Pokemon. Notable Pokemon include Shaymin, Meloetta, Cherrim-Sunshine, Floette-Eternal, and Tapu Lele. This theme also contains numerous rare Vivillon forms. These type combinations make it difficult to cover the entire theme. Poison Pokemon are the best for this theme (and are honestly good for very little else) for being able to tag both Grass and Fairy Pokemon. Ice and Flying Pokemon are also good for nailing the Grass Pokemon, and Steel is good on Fairy. Based off these combinations, the best Pokemon for this theme is Crobat, with Skarmory being a good alternative. Spoiler: Mega This theme contains all the Pokemon in this list, as well as their pre-evolutions: http://bulbapedia.bulbagarden.net/wiki/Mega_Evolution, except Mewtwo and Diancie. Notable Pokemon include Latias, Latios, and Rayquaza. This theme has a tendency to have high BST Pokemon, but the type diversity is very high. Shuppet, Charmander, Torchic, and Weedle spawn very frequently, as they have very low BST compared to the other Pokemon. There is no specific type recommendation, and this theme is mostly a wild card. Therefore, the best type to use is Normal, given its synergy with the powerful Premier Ball. Spoiler: Mt. Pyre Also known as "Pyre." This theme is not very faithful to mirroring the spawns of the same location in Hoenn, although the in-game Mt. Pyre has very little diversity in its wild Pokemon anyway. The wild Types in Mt. Pyre are almost exclusively Ghost, with Fire, Dark, and Psychic making up minorities. Notable Pokemon include Giratina, Darkrai, and Necrozma. Mt. Pyre can also spawn the rare Unown-A, as well as the base forms of Pumpkaboo and Gourgeist. (These three Pokemon are difficult to obtain, due to having multiple forms to compete with spawning.) Although there are several themes in which Unown can spawn (the others being Fairy Tales, Object, Ruins, and Snowflake), it often needs to compete with spawning with other 27 other forms, and Pyre is the only one which features A exclusively. The same is also true for Pumpkaboo and Gourgeist, but it is not as vital due to only having three alternate forms to complete with. The best Pokemon to bring to this theme is undoubtedly Spiritomb, which is the best Ghost and Psychic catcher. Spoiler: Night Designed by Lpola456. To reinforce the secretive nature of the night, this theme only allows three Balls: Safari, Quick, and Spy. This makes this a difficult theme to play, as the Safari and Quick Balls are rather weak, and Spy is only slightly stronger. Furthermore, the encouragement of the Spy Ball makes it even more difficult to tell who is winning the Contest at a given point. This theme also always includes three Star Pieces as part of its reward, alongside the 10 Gacha Tickets. Shiny Pokemon are always buffed, and Psychic Pokemon are usually buffed. Ghost and Dark Pokemon spawn sometimes, but in my experience, I feel they are a minority compared to Flying, Bug, and Poison Pokemon. Notable Pokemon include Jirachi, Cresselia, Darkrai, and Alolan Rattata and Raticate. I recommend a Pokemon super-effective on Flying and Bug Pokemon, especially Rock. There is also a large amount of Bug/Poison and Poison/Flying Pokemon, encouraging the use of Psychic. However, Psychic also gets offset by the few Dark Pokemon. Zorua and Zoroark can spawn in this theme and disguise themselves as any Pokemon. Spoiler: Normal This theme is exclusively Normal-type Pokemon. Also, this theme enforces Normal Pokemon, which means if you bring any Pokemon other than purely Normal, it is instantly nerfed. There is also always a BST cap of 600, discouraging the use of the most powerful Normal Pokemon, Slaking. Additionally, single-typed Pokemon are always buffed, encouraging the use of Normal-only Pokemon. This theme always has an alternate reward, which includes some sort of combination between the elusive Prize Pack, a Nugget, and 15 Premier Balls. Notable Pokemon include Meloetta and Arceus. Type: Null and Silvally are rumored to spawn here, but that is unconfirmed. Due to the aforementioned Enforced Normal rule, I recommend only single-type Normal Pokemon. Snorlax and Blissey are the best Pokemon to fall under the BST cap. However, sometimes the other potential Contests have even lower BST caps (common ones being 520, 500, and 420), so if you want to accommodate for those ones also, affordable downgrades include Porygon2, Castform, and Linoone. Ditto can spawn in this theme and can disguise itself as any Pokemon, so if a non-Normal Pokemon appears, you can be assured it is a Ditto. Spoiler: Object This theme contains Pokemon based off inanimate objects. Steel is the dominant type, but there are also a fair amount of Rock, Psychic, and Ghost. Examples of spawns include Geodude, Roggenrola, Shuppet, Beldum, Bronzor, and Baltoy. Notable Pokemon include Regirock, Regice, Registeel, Regigigas, Kartana, and Darmanitan-Zen. Ground Pokemon are the best type to bring to this theme, due to the plentiful Steel and Rock Pokemon. Krookodile and Golurk receive special mention for added advantage over Psychic and Ghost. Swampert is also a decent selection. Spoiler: Parallels Designed by Joeypals. Contains most of the Pokemon found in this list: http://bulbapedia.bulbagarden.net/wiki/Game-exclusive_Pokémon. Notable Pokemon include Latias, Latios, Cresselia and Darkrai. As such, there is no particular type pattern among the spawns, but I do notice that Poison appears to be the most frequent spawn. As always, you can rarely go wrong with your best Normal Pokemon. Spoiler: Physical This theme includes exclusively Normal, Fighting, Flying, Ground, Rock, Bug, Ghost, Poison, and Steel Pokemon. These were the types of attacks that dealt Physical damage up to Gen III. Frequently, this theme buffs three of those aforementioned types, and nerfs one of the unmentioned types. The reward is always 15 Gacha Tickets and 3 Big Pearls. Notable Pokemon include Regigigas. The large diversity of types makes it hard to prepare for this theme, but I find that Water and Ice Pokemon get good coverage on common spawns while still maintaining overall neutrality. Unlike other type-diverse themes, I do not recommend bringing Normal Pokemon, due to the high influx of Rock, Ghost, and Steel-types. Spoiler: Quadrupeds Designed by PokeWorldBW. Includes Pokemon in http://bulbapedia.bulbagarden.net/w...body_style#Pok.C3.A9mon_with_a_quadruped_body, excluding Heatran, Shaymin, Arceus, Cobalion, Terrakion, Virizion, Landorus, Keldeo, Xerneas, and Volcanion. Notable Pokemon include Raikou, Suicune, Entei, and Dialga. There is no particular type pattern, so Normal is the best recommended type due to Premier Ball. There are six Rock Pokemon (out of 126 total) that would give you difficulty if you do so: Rhyhorn, Aron, Lairon, Shieldon, Bastiodon, Tirtouga. Zorua can spawn in this theme and can disguise itself as any random Pokemon, so be wary of that if an irregular Pokemon (especially a Legendary) appears. Spoiler: Ruins Psychic is the dominant type here, especially due to Unown. Unown spawns incredibly frequently due to its overall low BST and having 28 formes (all of which qualify as different Pokemon) to spawn in. Fossil Pokemon can also spawn in this theme, so you can expect Rock to be rather frequent. Notable Pokemon include Dialga, Palkia, Regigigas, Mimikyu-Busted, and Magearna. Ghost, Dark, and Bug Pokemon are the best to bring, because of the incredible amount of Psychic Pokemon. This is best combined with a Grass, Water, Ground, or Steel Pokemon due to the many Rock Pokemon. Greninja is the prime Pokemon to win this theme, although other excellent candidates include Aegislash, Krookodile, Scizor, Jellicent, Spiritomb, Gourgeist, Bisharp, Leavanny, Golurk, and Shiftry are also excellent. This is a very easy and enjoyable theme due to the high amounts of weaknesses both Psychic and Rock Pokemon have. Spoiler: Sea Unlike the Lake, this theme is almost exclusively Water Pokemon. There are others here and there such as Stunfisk and Tynamo lines, and some Dragons. Notable Pokemon include Lugia, Kyogre, Manaphy, and Tapu Fini. Wishiwashi-School is rumored to spawn here, but that is unconfirmed. Bring an Electric or Grass Pokemon and go freaking nuts. Spoiler: Sky Almost entirely Flying Pokemon, with very few exceptions. Notable Pokemon include Tornadus, Thundurus, Landorus, Yveltal, and Tapu Koko. This theme is considered the easiest out of them all, since all Pokemon are of a common and exploitable type. Aurorus is beyond a doubt the best Pokemon for this theme due to its double-advantage over Flying. Aurorus is also just plain good in general. Spoiler: Snowflake This is one of the stranger themes. Myth Balls and Master Balls are always forbidden. This theme also always employs Inverted BST rule, so high BST Pokemon spawn frequently and are easier to catch, and it is more beneficial to use a weak Pokemon. The reward is always 11 Gacha Tickets. It includes most of the Pokemon from http://bulbapedia.bulbagarden.net/wiki/List_of_Pokémon_with_unique_base_stat_totals, excluding Arceus. Notable Pokemon include Kyurem, Meowstic-F, and Floette-Eternal. This theme also tends to see a lot of the different forms of Unown and Florges. Aron and Shieldon are often cited to be the best Pokemon to use, due to the high amount of Ice, Flying, and Fairy Pokemon. Magnemite could also theoretically be good, but I think Aron is the best overall, including consideration of how Contest themes are decided randomly. Spoiler: Space This is a very weird theme. Some Pokemon have a clear basis from outer space, but there are others with obscure references to astrology. Notable Pokemon include Jirachi, Deoxys, Cresselia, Cosmog, Cosmoem, Solgaleo, Lunala, and Minior forms. Ditto also spawns more frequently here than in any other theme, so be wary of its ability to disguise itself as another Pokemon. Nevertheless, the majority of Pokemon are Psychic, Steel, and Rock. Therefore, the optimal Pokemon to use is Krookodile or Golurk. Spoiler: Starter This theme contains the evolutionary lines of the Grass, Fire, and Water starters of each region. Pikachu and Eevee also make appearances. Notable Pokemon include Ho-oh. Although the balanced trifecta of types often makes it difficult to achieve advantage. As usual, you can never go wrong with bringing a Normal Pokemon, especially since the only Steel Pokemon is Empoleon. Archeops, however, is what I would say is the number one choice. The Rock/Flying combination means it can pick up advantages on both Grass and Fire Pokemon, and it can at least pick up neutral on the numerous Fire/Fighting Pokemon. Spoiler: Tundra Almost exclusively Ice Pokemon, exceptions including the Piplup and Teddiursa lines. There are also several common Vivillon. Notable Pokemon include Articuno, Regice, Kyurem, and Alolan Vulpix and Ninetales. Alolan Sandshrew and Sandslash are rumored to spawn here, but that is unconfirmed. Ordinarily Fire, Steel, and Fighting Pokemon would be strong picks, but the high amount of Flying and Water Pokemon likewise discourages this. Rock, however, is a fantastic type for having an advantage on Ice and Vivillon while maintaining neutrality on Water. There are many ways to approach this theme. Gigalith is a single-type Rock Pokemon. Terrakion is neutral on Vivillon, but is more effective on Ice Pokemon and the occasional Empoleon. Magnezone boasts an advantage over Ice Pokemon and Vivillon while having neutrality to most Water Pokemon. Blaziken and Infernape are strong against Ice Pokemon but fare poorly on Vivillon and Water Pokemon. Chesnaught is strong on Ice and Water but is phenomenally poor against Vivillon. Select a Pokemon based on the other upcoming themes. Spoiler: Urban This is a polarising theme due to high diversity, but is also very popular due to the numerous rare Pokemon in it. Notable Pokemon include Victini, Hoopa, Pheromosa, Rotom forms, Furfrou forms, Alolan Meowth and Persian, and Mimikyu-Busted. Alolan Grimer and Muk are rumored to spawn here, but that is unconfirmed. All of these Pokemon are very rare and are definitely worth using a Master Ball on. Pseudo-legends along the likes of Tyranitar, Metagross, and Salamence also pop up from time to time. Pokemon are overwhelmingly Poison, Steel, and Dark, but other frequent spawn types include Bug, Poison, Fighting, Steel, Ghost, and Dark, so effective Pokemon are usually part Ground or Psychic. Zorua and Zoroark spawn somewhat frequently in this theme, always disguised as another Pokemon. Spoiler: Volcano Almost exclusively Fire Pokemon, although Ground and Rock Pokemon are fairly frequent. Notable Pokemon include Moltres, Entei, Heatran, Volcanion, Nihilego, and Alolan Marowak. Swampert is without a doubt the best Pokemon to use as it picks up advantages on all Pokemon except the occasional Flying Pokemon. Water is a good type to bring in general, although Rhyperior is also a noteworthy choice. Spoiler: Weather The Pokemon in this theme often have Abilities that are related to weather conditions. The types of Pokemon that appear have some diversity, but often gravitate towards Grass, Fire, Water, Rock, and Ground. Notable Pokemon include Groudon, Kyogre, Tapu Koko, and Cherrim-Sunshine. The type disparity means selecting a good Pokemon is polarising, but a Flying, Ground, or Water Pokemon usually works out. Chapter 6: Player Interaction Spoiler: Trading There are a few actions you can take involving other players, but out of all of them, none is more important than trade and commerce with other players. These means your resources aren’t necessarily limited to what you catch and earn yourself. This is also the reason why I don’t recommend carelessly NPC’ing your Pokemon, as you can sell them to other players instead. You cannot trade Pokemon for less than their minimum NPC price, which is the BST of the Pokemon. For Legendaries, it is ten times the BST and for Shinies, five times. Items have no pricing restriction. Regardless, it is highly discouraged to purposefully and knowingly sell Pokemon or items for absurdly low prices, as it is illegal to give you stock away freely. Also, you are not allowed to even attempt to sell anything for over $9,999,999. In fact, if you try to start an auction for above this price, you will actually be fined $1000 and be prohibited from making auctions for an hour. Likewise, it is also illegal to trick unsuspecting players into disadvantageous trades. Furthermore, do not PM everyone if you are looking for a particular ware except with those you already frequently trade with. It is more prudent to openly ask for wares in the chat. RiceKirby and Fuzzysqurl are able to see all private transactions, and you are liable to getting suspended from participating in any trade for violating these rules. Money may also not be loaned, although offering appropriate collateral is a theoretical loophole. There are three primary ways to conduct business: private trade, shops, auctions. You cannot buy or sell during a Contest, while a wild Pokemon is out, or while you are in a battle or Pyramid Quest. Exception: People can purchase from your shop while you are in a battle or Pyramid. Spoiler: Private Trade The most common form of trade, and the only form of trade where money is optional. Oftentimes, this is initiated by the buyer asking for any potential ware, and those with said ware send a “trade offer.” To propose a trade to another player, use the command /trade name. Specifically, you use, /trade name:your stuff:other stuff. Using colons, this designates (in order) the other player you are trading with, what you are paying with, and what you are buying. You can trade with or for multiple wares at once, using a comma to designate each one. As I said before, money is optional, but is most frequent. To trade with money, you need the $ sign and the amount following it. To trade a Pokemon, you need to enter its full name or its Pokedex number. Items need to be prefaced with the @ symbol, and multiples of the item preface the @. For example, if you wanted to give me 10 White Apricorns and 10 Black Apricorns for my $100, Pikachu, and Meowth, one way you can do this is: /trade beforedawn:[email protected],[email protected]:$100,Pikachu,52 In order for a trade to be completed, both players must enter the command to confirm. If you send a trade and the other player has not confirmed it yet, you can revoke the trade at any time with /trade cancel. If you initiate a trade with a second person before the first person accepts, it automatically cancels the trade with the first person. This means that if the first person ends up accepting, it will send you a notification asking to re-confirm the trade. You cannot do this auto-cancel trick simultaneously on the same person; you must cancel the trade offer in order to resend the identical (or edited) trade offer. You can use the command /tradeblock to see your own list of wares that you do not wish to trade, and will instantly reject all trades for said ware. To add or remove a Pokemon or Item to this list, use /tradeblock name. To reject all trades, use /tradeblock all. The only Pokemon that CANNOT be traded are your starter (regardless whether it is evolved or not) and Mega Pokemon. Many Items are nontradable, which I have noted as such in the "Items" chapter. Spoiler: Shop If you are looking for a product and you ask in the chat, “Can anyone sell me this thing?” chances are you will be answered. Conversely, if there is a product you want to sell off and you say in the chat, “I’m selling this thing,” you will probably not be answered (unless it’s in particularly high demand). That is because people will rarely want some arbitrary product at a given point in time, and if they do, they are probably already asking around for it. Instead, it’s a lot easier to put the product up for sale in your shop and advertise that you have put it up in your shop. The shop is a display of up to 20 items and/or Pokemon with labeled prices. After you place a product in your shop, other players can buy them anonymously with no further input from you, effectively allowing you to sell stuff if you are not physically playing but your account is still logged in. These products are arranged by Item/Pokemon and then by price. A secondary function of the shop is to display products simply for show, with infeasible prices so that no one can or will actually purchase them. An additional advantage of the shop is that players can buy from you even if you are battling or in Pyramid Quest (although you cannot start either if you are going to be using a Pokemon that is up for sale in your shop, unless you have a spare copy not in the shop). You also cannot privately trade or auction a product in your shop, unless you have a spare copy not in the shop. If a product is purchased, you will receive a notification. Products remain in the shop even if completely sold out and need to be manually removed. Your shop cannot be managed and you cannot purchase from other players’ shops when a wild Pokemon or Contest is active, but you can still browse. To view your shop display, simply use the command /shop. To add a product, use /shopadd name:price:quantity. Items need only a word from their name to be added. Pokemon need the full name or Dex number. To remove a product, use /shopremove name. To remove all sold-out products, use /shopclean. To remove absolutely everything, use /shopclose. If you attempt to add a product that is already in stock in your store, it will restock that product with whatever new price and quantity you set for it. This automatic function will not work if your shop already has 20 products, so you will have to remove it altogether before restocking it. Pokemon cannot be repriced or restocked automatically unless you are restocking it with a quantity higher than what is already in the shop. To view another person’s shop, use /shop name. When browsing a shop, you can see your monetary balance (although you cannot use Silver Coins in shops). To purchase a product, use /shop name:product. You can purchase multiples of Items by following it with a colon and quantity number. Pokemon cannot be bought in bulk. If you are looking for a particular Pokemon or Item, in addition to asking around in the chat, it is also recommended to browse every player’s shop and potentially find what you are looking for at a low price. There is also a general store that offers basic Items. It can be browsed with /buy. The purchase process is similar to that of shops, with the command /buy product:quantity. This is also the only area that Silver Coins can be used. The products in this store (including occasional Pokemon) are subject to change at any time without discretion by RiceKirby and Fuzzysqurl (almost always in the Silver Coins section). Items that you can always count on to be for sale include Safari Balls, Great Balls, Ultra Balls, Rocks, Bait, Gachapon Tickets, a Stick, Boxes, and occasionally Raffle Tickets. Silver Coins can usually purchase Clone Balls, Spy Balls, Quick Balls, and Ampere Gems. All of these Items are explained more in-depth above in Chapter 3. The Balls are the most frequent purchases, as this NPC Store is the most reliable way to obtain them. Always buy Balls in multiples of 10, as a free Premier Ball is also earned with every 10 Balls bought. Boxes are very important and are horribly expensive, but this is the only location where they can be purchased. The Stick is also expensive and can only be found here, although that is only a novelty Item. It is generally not advisable to purchase Gacha Tickets, as they are somewhat expensive, and it is a better idea to conserve them when obtained through other methods and use them only with a sufficiently large Jackpot. If you do, however, always buy them in multiples of 10, as you will get one free. Bait should only be bought by the truly desperate, as it is very easy to earn a high amount of Bait through other methods and requires a lot of dedication to run out of. Rocks are similarly very easy to obtain with other methods, but are only a novelty Item. As for the Silver Coin purchases, feel free to purchase them as you see fit. The majority of players prefer not to use their Silver Coins in order to one day purchase the elusive Rayquaza for 9999 Silver Coins. Spoiler: Auction If you suspect a specific Pokemon or Item is in particularly high demand, you can auction it for potentially high prices. An auction sets up a competition among the other players of whoever is willing to pay the most money for the product in question. To start an auction, use /auction product:minimum price:minimum increase. You can only attempt an auction once every 40 minutes. Auctions cannot be started 3 minutes before a Contest begins (so when the notice comes up), and will never last long enough to go until a Contest starts. After an auction starts, no offers can be placed until 5 seconds after the auction has officially started. Afterwards, if no one makes an offer by 30 seconds, the auction fails and you keep your product. If someone does bid, they get three 5-second turns (going once, going twice, sold) before they win. Before then, someone else can challenge that bid with a higher offer. You can’t place a higher bid if you are already the leader. If 20 total turns pass without a clear winner, there is a sudden death mode where all participants can offer a final secret bid (at least higher than the last bid placed), and the highest one wins. If no one places a final bid, it goes to the last person that bid for however money. That is why some ambitious bidders purposefully allow turns for opponent bidders, to force a sudden death mode with a low minimum price. To join another player’s auction, use /join name and to leave use /leave. All players can freely join and leave an auction at any point, even if a wild Pokemon spawns. However, the auctioneer and the current leader may not leave. If you are in an auction and a rare Pokemon suddenly appears, you can instantly leave the auction (unless you are the host or the leader), try to catch the Pokemon, and probably make it back to the auction in time. You can also join the auction to only spectate it and not bid at all if you wish not to. It is not prudent to spontaneously start an auction if you do not think the product is in high demand. Otherwise you should just put it in your shop. That is because if not enough people want it, the auction will be canceled or you will sell it at a less than ideal price. That is why it is better to start asking around the chat if anyone is interested in buying before actually activating the auction. Personally, I often auction the Scientist Quest Pokemon (see next chapter), as that is almost always in demand, and I usually get astonishingly absurd payouts from it. If you start an auction right before a wild Pokemon appears, people might not notice the auction has started, and you ideally want as many people joining and shelling out money as possible. That is why I encourage talking about your auction as it is going on, so more people can notice it. I also recommend making the minimum price slightly lower than what you are happy with and the minimum increase a very small fraction of it. The “slightly lower” part is important because a low price encourages competition and interest, but you don’t want it too low so that you are dissatisfied if that’s what it actually sells for. On two separate occasions, I bought an Espeon and a Master Ball for the lowest prices possible ($525 and $1, respectively). (I ended up returning both products to the poor saps, if only because I pitied them for whining so much over it.) Spoiler: Battling The function to battle other players is vastly unimportant as there is no practical use of it, nor is it very fun, but it’s almost the identical system that Quests use to conduct battles, so this function can help you understand how they work. To challenge another player to a battle, use /challenge name. To revoke this command, use /challenge cancel. Challenging a different player also cancels out any previous unaccepted challenges. If the other player accepts by entering the same command, the battle initiates. Every Pokemon on both players’ current parties are sent out in random order for one-on-one combat. For each individual combat, one of the six base stats (HP, Attack, Defence, Special Attack, Special Defence, Speed) are randomly chosen. Both players also get a random number between 10 and 100. Both of these values are added together for a cumulative score, and whoever has the higher score wins. Type advantage is also a factor. If your Pokemon has a super-effective advantage, your score gets doubled and a double-super-effective advantage is a quadruple score. Likewise, being not-very-effective halves your score and double-not-very-effective quarters it. If your type suffers an immunity against the other type (such as Ground versus Flying), this zeroes out your score. If you suffer an immunity but you carry a second type that is neutral (such as Fire/Ground versus Flying), this gives you a tiny boost in 15% power. If you have any other type (dis)advantages, those are multiplied into the 15%. (A Bug/Ground versus Flying would be 7.5%, Rock/Ground versus Flying would be 30%, and so on.) This means for a Pokemon to be good, both the offensive and defensive capabilities of its typing are put to the test. In fact, good typing matters more than having good stats, because multipliers are so strong. You do not necessarily have to have 6 Pokemon to do a player-player battle. You win if you defeat at least half of the opposing team. Draw scores are possible which constitute as a simultaneous win for both sides for that round. If the entire battle ends up a draw, a final tiebreaker round will be held with two random Pokemon. If THAT ends up being a draw as well, the win goes to the team that earned the highest cumulative scores from all rounds. Chapter 7: Quests Spoiler Just like any RPG, the majority of your profit comes by engaging in Quests. There are eight different Quests that you can preview with the command /quest. Descriptions for individual Quests are previewed with /quest name, and each individual Quest has special, unique additional command to actually activate it. For further details, you can use /quest name:help. I will also describe the “Login Quest,” which is not an official Quest, but similar in that it is an objective to commit to and an incentive to log in every day. Spoiler: Login You get free stuff by just logging in every day. Every official Quest has costs or fees, so coming in every plus using up your free finder charges is the primary way to accumulate income for starting players. You get some pocket cash and Safari Balls every day, plus a little extra every three days. When I say “logging in every day,” I don’t mean every 24 hours. The in-game time is based off real-time GMT, and you have to come in before midnight. You can see the in-game time at any point with /info. This means you can come in right before midnight and stay a bit for midnight to pass and you’re cleared on two days (which is actually how I recommend using the Itemfinder). By this logic, you can actually come in once every 47 hours and still technically come on “every day.” If you are playing and the in-game time passes midnight, you do not immediately earn your prizes. You need to wait for the next Contest to start and finish, or you can receive your prizes automatically be logging out and back in. You might want to postpone claiming your rewards if you haven't finished using up all your Finder charges from the day before and you want to use them up before they reset. Here is what you earn for coming in every day: Every day: $250, 10 Safari Balls, 30 Itemfinder Charges. For every additional day you come on, you get $25 extra and 5 Safari Balls extra (up to a maximum of $1000 and 30 Safari Balls every day after 30 consecutive days). You also get 2 extra Finder Charges for every Cell Battery you own, up to a maximum of 50 Charges every day. This is why I recommend Cell Battery should be the Perk Item you max out on first (see Chapter 3, Section 4). Day 3: 5 Rocks (25 after getting the Login Master Ball) Day 6: 8 Great Balls (25 after getting the Login Master Ball) Day 9: 5 Ultra Balls (25 after getting the Login Master Ball) Day 12: 10 Bait Day 15: Rare Candy (2 after getting the Login Master Ball) Day 18: 15 Gacha Tickets Day 21: 15 Luxury Balls Day 24: 5 Clone Balls Day 27: 30 Gacha Tickets Day 31: Master Ball After you receive your Master Ball on 31 consecutive days, the cycle resets again after one more full day. To put it into perspective, you get your Master Ball on Day 31 and then Rocks again four days later. You get your first Master Ball on Day 31 and subsequent Master Balls every 32 days from then on. Spoiler: Collector As I mentioned several times, Collector is the primary form of revenue for most players, and therefore is the most common Quest to do. The Collector is completely free to attempt; therefore, I always recommend at least initiating a Contest whenever possible. It is also the only Quest that you can initiate during a Contest or a wild Pokemon spawn (but you cannot complete it during this time). This Quest involves you assembling a group of Pokemon in a certain BST range and exchanging them for a substantial amount of money (more than what you would get for NPC’ing them and USUALLY for more than what they go for on the player market). There are four difficulties to choose from. You can preview them with the command /quest collector. To initiate a Collector Quest, you need to select one of the three difficulty settings with /quest collector:difficulty. Using the command /quest collector again while you already have a mission displays you the Pokemon you need to assemble. To submit your Pokemon, use /quest collector:finish. The difficulties are as follows: -Easy: three Pokemon BST 320 and lower, yields money 2.4 times the total BST -Normal: four Pokemon BST 320 – 460, yields money 3.3 times the total BST -Hard: five Pokemon BST 460 – 530, yields money 4.8 times the total BST The purpose of Collector is twofold. One, lots of money, and two, allows you to clean out your Boxes. When you start the Collector Quest, check to see if you have any of the listed Pokemon with your /find command. If you don’t already own all of the required Pokemon or are not willing to give them up, you have the choice between searching for the remaining Pokemon or canceling the mission altogether with /quest collector:abort. You can abort the Quest at any time; doing so has a 1-hour cooldown period before you can try again. If you wish to continue, you will have to get to work on trying to bait the remaining Pokemon and simultaneously start asking around and browsing stores. At this point, you also need to consider the likelihood you will be able to find these Pokemon and how far you have gotten so far to decide whether to continue hunting or to give up and try again in an hour. For someone such as myself that has trouble keeping open space in her Boxes, considering how much you can fulfill the second goal (using this Quest as an opportunity to free up space) is also a facet. After all, if I am already low on space and don’t have all the required Pokemon, I will likely have to purchase them and cramp up my space even more. A successful completion of the Quest has a cooldown of 3 hours. I recommend all players that are low on funds or a large collection of Pokemon to stick to the Easy Quest. If you do not own a large amount of Pokemon, you will more than likely not be able to immediately fulfill the Collector’s request and will have to purchase them (which you also cannot do if you have an empty wallet). The Easy Quest allows you to give up a low amount of Pokemon for pocket money so that you can eventually stabilise yourself to be able to pay for the more profitable Normal Quest if necessary. Completing an Easy Quest yields about $2160, and will cost about $1500 if you have to pay for everything out of pocket. Once you have a stable income (which I define as being able to buy Poke Balls and Pokemon whenever you need them, around $5000), I recommend doing predominantly Normal Quest. Once you stick with doing mainly Normal Quest, you can NPC your 319 and under BST mons, as you will rarely need them ever again (again, I personally recommend never NPC’ing Pokemon unless you are in desperate need of Box space or money, and I recommend keeping at least one of every Pokemon). Take note that 460 Pokemon (this includes the following: Dodrio, Mr. Mime, Jumpluff, Lanturn, Breloom, Sharpedo, Camerupt, Tropius, Lumineon, Basculin) are at the highest end of the Normal range and the lowest end of the Hard range, meaning they can be used for both difficulties. This, combined with the fact that all six of these Pokemon are at least a little bit rare, make them rather valuable. Completing a Normal Quest yields about $5808, and will cost about $4000 if you have to pay for everything out of pocket. A lot of daredevils like to do Hard Quest as their dominant difficulty. However, the Pokemon in this range tend to be somewhat rare and/or have high utility. Furthermore, this is where the curve of the payout begins to match the market value of Pokemon, meaning it is much harder to get a profit (example: the Collector will yield $2500 for an Aggron, when its player market price is about $3000). Therefore, I highly recommend against habitually performing Hard Quest, or else you can expect yourself mostly breaking even or even LOSING money. I recommend doing Hard Quest when you have at least an hour to kill (because you should have a high expectation to abort it and it takes an hour to re-try) /as well as having a high amount of spare high-BST Pokemon to give up. If you have only two out of the five requested Pokemon, you should already have a high consideration to canceling it right on the spot. Completing a Hard Quest yields about $12,000, and will cost about $8000 at the VERY least if you have to pay for everything out of pocket. In case of a Pokemon having multiple forms (read more about this in Chapter 8, Section 2), different forms of Pokemon are considered to be completely separate Pokemon. This means that different forms of Pokemon can potentially be requested by the collector. This also means the Collector does not accept Mega or Shiny Pokemon. Computer players have the luxury of having commands spoon-fed to them in the form of clickable links. Some players like to use /quest collector to give them a clickable link to finish the Quest. However, this is right next to the button to accidentally abort the Quest. Use the full command of /quest collector:finish. Don’t be lazy. Spoiler: Scientist This Quest is the most reliable way to obtain Silver Coins. Over a 3-hour period, the Scientist will ask for a Pokemon. Check what he is asking for with /quest scientist. If you have this Pokemon, use the command /quest scientist:finish to exchange the Pokemon for a predetermined amount of Silver Coins. The general opinion is that low-BST Pokemon do not yield enough Coins and that high-BST Pokemon are not worth the Coins, and the magic number is about ~400 BST mons that yield 4 to 6 Coins. Even though the Quest has a 3-hour period, the last five minutes always overlap with a Contest, during which the Quest CANNOT be completed. The new Scientist mon is revealed after the Contest ends. The diagram of BST-to-coins ratio is as follows: 210 under: 1 Coin 211 to 250: 2 Coins 251 to 300: 3 Coins 301 to 350: 4 Coins 351 to 390: 5 Coins 391 to 430: 6 Coins 431 to 480: 7 Coins 481 to 510: 8 coins 511 to 524: 11 Coins 525 to 535: 14 Coins 536 to 580: 18 Coins 581 to 600: 24 Coins The Scientist mon is common to all players, and will never be a Legendary. If I have it, I personally enjoy auctioning it off instead of turning it in myself, because there are some crazy players that are willing to pay an absurd amount of money to fulfill the Scientist Quest. I recommend keeping toes on what the current Scientist mon is, as that Pokemon usually becomes more valuable. Spoiler: Arena The Collector and Scientist are free to sample and only require an exchange of Pokemon to complete. All other Quests require a monetary fee to attempt. The Arena pits you in a 6v6 battle against one of seven computer player for the chance to earn Silver Coins. (For an explanation of how battles are conducted, check back to Chapter 6, Section 2). To see the list of opponents you can select, use /quest arena. To begin a battle against a selected opponent, use /quest arena:opponent. To win the battle, you must win at least three rounds; if both players win three out of the total six rounds, a seventh tiebreaker round will be held. This Quest has different cooldowns, which is higher on more intensive difficulties. The payouts are more efficient compared to entrance fee and cooldowns, with Crimson being the best. Of course, this isn’t taking into account the difficulty and success rate, so be wary of that as well. You should pick the opponent based on how much free time you have in the near future. Do lower levels if you are going to stick around and higher levels if you need to leave soon, so the cooldown does not bother you as much. This is easier said than done. The battles are completely rigged, as these computer players gain the privilege of bone-breakingly high power numbers. Remember what I said back in Chapter 6, that type advantage matters more than stats in battle. Therefore, it is not sufficient to bring strong Pokemon to the Arena and win; you must choose your Pokemon types carefully to even have an okay chance to win. I do not recommend even attempting taking on any Arena without my team suggestions. The Arena opponents are mostly named after colours, and they randomly choose 6 out of 17-some Pokemon, which are loosely based off the named colour (and may also include Legendary and Mega Pokemon). This means that teambuilding with a balance of types is actually necessary to win. Due to liability reasons, I may not tell you the kinds of Pokemon these opponents will use (you’ll have to see for yourself), but I can tell you that even though they all carry a decent balance of types, they do have some running themes and you can have a decent (but never guaranteed) chance of winning based on the types of Pokemon you bring yourself. You can also use lower-BST versions (including pre-evolutions) of the Pokemon I recommend, but of course that is inherently riskier. Remember that the power of your Pokemon is randomly generated from 10-100 (60-150 with the Battle Costume). Nub: No entry fee, $5 reward, 10 minute cooldown. This level uses almost completely Little Cup Pokemon. The opponent’s Pokemon are also limited to having a max power of only 60. Therefore, you should not expect to lose, but it is certainly possible to lose via poor type matchup. If you absolutely must, I’ve found that Nub is particularly weak against Flying, Water, and Grass. Because the reward for winning is so abysmal, this is not worth doing despite free entrance and somewhat low cooldown. I suppose you can try it for pocket money if you are not fit to try any of the other Arenas. You will actually be publicly shamed by the game if you do in fact lose. Pink: $100 entry fee, 1 Silver Coin reward, 45 minute cooldown. The opponent’s Pokemon have an advantage of having powers 60 to 130, meaning you are at a slight advantage with the Battle Costume. Grass and Electric are very good, with Fairy, Dark, and Flying as backup. I definitely recommend bringing multiple Whimsicott as your main Pokemon. Backup Pokemon can include Jumpluff, Tropius, Shiftry, Dedenne, and Emolga. Mustard: $200 entry fee, 2 Silver Coin reward, 1 hour 15 minute cooldown. The strength of the Pokemon are 90 to 170 points, meaning you almost MUST have at least a x2 type advantage (by being super-effective or resisting the other Pokemon) in order to win a round, and even then, it is not guaranteed. The most popular Pokemon to bring are Golurk, Krookodile, and Hydreigon, and you can guess why. In personal experience, I’ve also found Ground Wormadam and Nincada to be extremely dependable, as well as very easy to obtain. Cyan: The strength of the Pokemon are 110 to 200 points. At this point forward, your Pokemon need a x4 type advantage (by being super-effective AND resistant, being doubly super-effective, or doubly resistant) in order to win a round against these ridiculous power levels, and a simple x2 advantage will no longer be sufficient. This is the Arena I personally recommend doing the most, although other veteran players recommend Mustard. The team selection should be somewhat similar to Pink, with Fairy as my #1 recommendation. Following that is Flying, Fighting, Grass, Dark. I would say Togekiss is the best contenders, followed by Whimsicott (again), Mandibuzz, Chesnaught, Shiftry. I would also think Hawlucha would fare very well, but it hasn’t been living up in practice. Crimson: This is the most profitable payout ratio, but also has the best team diversity, making this actually the hardest Arena. The strength of the Pokemon are 150 to 300 points. Gyarados and Gliscor are by far the best partners you can bring, so you might want to pack multiples of each. I have also found some success with Dark and Fairy Pokemon. Good backup options include Steelix, Whimsicott, Talonflame, Dedenne, Arcanine, Azumarill, Greninja. Rainbow: The strength of the Pokemon are 200 to 380 points higher than normal. As you could surmise from the name, this opponent carries a degree of type diversity, but with the proper team, you should still be able to win about 60% of the time. Water and Dark Pokemon are the best to bring, so three of Greninja (or similar Pokemon such as Crawdaunt or Sharpedo) will fare excellently. Look into Fairy Pokemon to round the rest out, with the best possibly being Azumarill and Whimsicott. I think Houndoom should also be a solid choice. Yourself: $400 entry fee, 40 Candy Dust reward, 1 hour 12 minute cooldown. You can select yourself as an opponent, which will use a mirror of the team you are using. This opponent has no special modifications to strength. This means that no matter what you do, you win rate is exactly 50% (unless you use the Battle Girl costume, which boosts it to about 55%). Since there is little way to prepare for this opponent and the cooldown is somewhat high for a somewhat paltry reward, I do not recommend doing this Arena unless you are in a particular need to evolve something. The Battle Girl costume requires 100 Arena Points to earn. Arena Points are directly equivalent to the amount of Silver Coins you win, which means you cannot earn Battle Girl by doing the Nub or Yourself Arenas. Feel free to pick an Arena and start accumulating the 100 Points, but ONLY if you have the appropriately typed team. Spoiler: Wonder This Quest offers five different BST ranges. If you offer up one Pokemon and the corresponding monetary fee (which differs per range), you can receive another Pokemon within the range, and you may not offer a Pokemon above 599 BST. Therefore, it is prudent to sacrifice a Pokemon nearer the lower end of the range to improve the chances you will receive a higher-BST Pokemon. There is also a cooldown period of 1 hour after using Wonder. The ranges and their fees are as follows: 180 to 249: $50 250 to 319: $100 320 to 389: $150 390 to 459: $300 460 to 529: $500 530 to 599: $750 I personally dislike using Wonder Trade as the payment is one Pokemon and a monetary fee for another Pokemon that may not necessarily be worth the paid fee. Other players usually use WT to give up Pokemon they have many duplicate copies of, or of those they do not care for. They usually like to exchange 530 BST Pokemon to receive something on the higher end, but of course giving up a 530 BST mon is inherently risky, especially with the chance of receiving an equal BST Pokemon. I personally only use WT to rotate out my alternate form Shellos, Gastrodon, Deerling, Sawsbuck, Pumpkaboo, and Gourgeist (because these Pokemon sit near the lower ends of their ranges and cannot be used for Collector/Scientist anyway due to being forms). Because the Pokemon obtained from Wonder Trade counts as a new spawn that is automatically given to you, there is a chance for it to be Shiny. Therefore, some players like to do the lowest-level Wonder Trade repeatedly to spawn more Pokemon for themselves, which will sooner or later at some point be a Shiny. Spoiler: Tower If you have assembled a team of 6 Pokemon, this Quest pits you against an endless stream of opponents, and when you finally lose, you receive prizes based on how far you get. This is a good way to earn otherwise hard-to-get Items, especially special Balls and Candy Dust. The entry fee is equal to the highest BST you are using, rounded up to 499. Just like the Arena, I do not recommend throwing together all your strongest Pokemon and entering. As I’ve said many times, typing is more virtuous than raw stats. Because the Tower opponents use completely random Pokemon, it is best to use Pokemon that have a high ratio of neutral offensive and resistant defensive typing. This just so happens to be a mix of Dragon, Ghost, and Steel Pokemon. To put it into perspective, I would rather bring a baby Steel/Ghost Honedge into the tower than a strong Landorus with a questionable Ground/Flying typing. Just like the Arena, you need to win a minimum of three rounds (plus a draw or a fourth win) out of six to proceed. Tower opponents use random Pokemon in random orders. Therefore, I would think that proper team construction (just stick to using the recommended types) wouldn’t be an issue. However, it seems as though a combination of two Aegislash and four Dragons appears a lot more consistent and successful than six Aegislash or six Dragons, for reasons I am not sure why. As I mentioned before, I personally recommend Ninja to be the first Costume you aim to get, which you do so by getting a score of at least 11 without using any 500+ BST Pokemon. Tower is also rigged to prevent extremely high scores, but not as strongly. Just like you, the opponents’ Pokemon have power scores randomly from 10 to 100. Their max ranges increase by 1 every floor and their min ranges increase by 1 every two floors. As aforementioned, it is proper Pokemon typing that secures victories rather than raw stats, so I recommend collecting low-BST Dragons, Steels, and Ghosts in preparation. They don’t even have to be fully evolved. Strong examples are Dragonair, Altaria, Shelgon, Fraxure, Druddigon, and Doublade. Lesser options may include Magneton, Skarmory, Drifblim, Spiritomb, and Bisharp. As you progress through the Tower, you unlock new rewards per floor. After you unlock it, when you finally lose, you get the Item multiplied by the formula Score / 6 + 1. Basically you get at least one once you achieve the minimum score and again every 6 points. These numbers are not always integers, and if you would receive a rationally numerical amount (a fraction) of a reward, it is rounded down to the lower integer. Anyway, here is the minimum score you need to clear to unlock its prize: 1: 1.25 Baits 2: 30 Candy dust 3: $30 4: 1.5 Gacha Tickets 5: 1.25 special Balls (does not include Spy, Mono, and Master; you get one after the fifth floor and a brand new one every other six or so floors) 6: 1 Silver Coin (every 18 floors you get an Amp Gem instead, every 42 floors you get a Rare Candy instead, and every 84 floors you get a Master Ball but at time of this writing the best score ever earned was 55 so that’s not really realistic) Assuming you brought a 600 BST Pokemon with you and paid a $600 fee, you earn your money back in prizes with a score of at least 5, which should be pretty easy to do with the aforementioned Ghost-Steel-Dragon strategy. When you finally lose in the Tower, you have a cooldown based on your score. If you beat at least 1, you have to wait at least an hour before playing again. 4 or more is 90 minutes. 7 or more is 2 hours. If you got a score of 0, 30 minutes. If you used the Cherry Delight item, it adds another hour. Spoiler: Pyramid This is the most complicated Quest, and therefore, I will include a sample campaign at the bottom of this section (which will be included after the rest of the chapters are written). Your first time doing it can be pretty painful. You probably won't last long and disappoint your partners, but every bit of experience is good. You'll also get at least a few balls if you're leading. Just remember to bring the proper protection. Pyramid is a co-op Quest with one leader and two helpers. To initiate a Pyramid Quest, you need to recruit two other players (this is very easy as this involves no cost for your two helpers and they have chances to win prizes, but keep in mind certain players are more experienced and talented than others). This Quest is initiated with the command /quest pyramid:partner1:partner2. That command sends a confirmation to both the other two players, and if they both accept within a minute (which they cannot do while a wild Pokemon appears or during a Contest), you as the leader pay an entry cost of $5000 and begin the Quest. The players go through are seven levels of increasing difficulty, and each level has seven challenges each. After each level, the leader can retire the Quest with /pyr quit, although it is highly discouraged as there is no benefit to doing so other than to resume normal Safari activities. The leader of the Pyramid Quest receives a predetermined prize based on the score, the main motive to playing this Quest. The two helpers do not receive anything. However, all three players may have the chance to earn certain gifts with exceptional progress level-by-level. These individual prizes are more likely to be earned the higher floor you are on, after fulfilling certain conditions for doing well (prizes differ per challenge). These prizes may be increased or multiplied by the floor number, which I will indicate with + or x in the below descriptions. The one prize the leader gets when the Quest concludes is as follows: Under 1500: 2 Gacha Tickets per floor you’ve been on Under 1500 after clearing 7 floors: 2 Amp Gems 1500 or more: 3 Quick, Heavy, Clone, or Premier Balls per floor you’ve been on 3000 or more: Nugget (which should be enough to offset the entrance fee) 5000 or more: Egg 6000 or more: Prize Pack 7000 or more: Rare Candy 8000 or more: Mega Stone 9000 or more: Bright Egg 11,000 or more: 2 Bright Eggs You have complete freedom to take any Pokemon you desire into the Pyramid, but successful teams carry diversity both within themselves and among team members. Contrary to popular belief, using higher BST Pokemon does not lead to higher results, with exceptions being the “Horde” and “Trainer” battle rooms (as described below). However, it is important to bring a Pokemon with type and moveset diversity. Examples of indispensable Pokemon include Swampert and Blaziken. Aegislash itself is considered such a defensive behemoth that it would not be out of line for multiple team members to carry one (and it is for this reason that Aegislash is the only Pokemon I recommend multiple members carry). I would consider 3000 to be an average score. As of the time of this writing, I hold the record for highest score obtained in the Pyramid (with 5319) with Draconova as the leader, which we obtained during the writing of this section. We used the following teams: Aegislash, Togekiss, Swampert Aegislash, Torterra, Articuno Magnezone, Blaziken, Hydreigon Each player has 300 HP and the first three Pokemon in their party, so it is prudent for you as the leader to consult with your team members over what Pokemon you want readied and strategies for handling the perils of the Pyramid. If you are in a room where it is mandatory to select a Pokemon and you do not, the first Pokemon in your party will be automatically selected. However, in these cases, I still recommend physically selecting a Pokemon as a signal to notify your team members what you are about to do. Although highly discouraged, this also allows for an “autopilot” mode if a player will suffer from being AFK or poor connectivity, so for this reason, I suggest placing your most-used Pokemon (usually a Steel) at the forefront of your party. Players cannot partake in any other Safari activity while in the Pyramid. The trial ends when the leader runs out of HP. This is important for team construction; in addition to making sure the teams are balanced for the entire team as a whole, the leader’s must be especially defensive. The trial can still continue even if either helper zeroes out, leaving the rest of the team members to continue trekking. A downed helper can resume other Safari activities, but can still continue to view the progress of the Pyramid. Once the leader runs out of HP, there will be a cooldown time for hosting (but not participating in) a Pyramid run for all three players: 45 minutes for the leader and 15 minutes for the helpers. If the leader loses while the helpers still have health, the helpers’ health is added to the score after being divided by 7 and multiplied by the floor number. Outside players cannot view the trial. Each room can be one of the following: Defence: A random Pokemon is selected and you are shown two of its attacks. It will use a third attack, and you need to pick a Pokemon. The team gets points depending on how well the Pokemon resist the attack, losing points if they are neutral or weak to it. If two or three players manage to defend, the team gets points equal to 10 times the floor plus one. If only one player defends, it is as third as many point. If all players are neutral or weak, there is a point deduction. Then, the individual players lose HP if they took the hit neutrally, or even more the more super-effective the hit was. For this reason, Aegislash and Magnezone are the best choice to approach this Room with and it is recommended that all three players use a Steel Pokemon for this very purpose. However, if the two preview attacks suggest the hidden Pokemon is highly elemental (particularly Water, Fire, or Electric), it may be prudent to adhere to another type instead, such as Dragon. There are also two randomly generated suggested types, which earns you bonus points for every player that uses at least one of those suggested Types (even more if a single Pokemon fulfills both Types), as long as that player does not suffer a super-effective hit. However, this is a good time to remind you that conserving the players’ HP is more important that earning more points, because having more HP means you have better chances to clear more dangerous floors. Ergo, do not adhere to these bonus Types, unless you were already going to use a Pokemon of that Type anyway. You should rarely deviate from using your Steel Pokemon. Players that manage to have a x4 resistance or immunity may earn a prize, starting at around 70% on Floor 1. From most common to rarest: 10x Rocks, 2x Bait, 2x Great Balls, 1x Quick Balls, 1x Luxury Balls, 1x Silver Coins, 1x Stardust, Amp Gem, Rare Candy. Only one person may earn a prize, and if multiple players meet the criteria, whoever entered the Pokemon first will receive it. Empty Treasure: The game selects a total of four types. You need to send a Pokemon to explore the empty room. Two of these types are to be “avoided” and two of these types are “recommended.” Ideally, you want to pick a Pokemon that can match at least one of the two recommended types while avoiding the avoided types. If you pick an avoided type, you will set off a trap that will deduct a portion of your HP and the team loses points. If you pick a recommended type, you will receive a prize and the team gets points. There are two different kinds of prizes, depending on whether you picked the first or second recommended type (but there really is no difference, just a chance at getting two different kinds of prizes). If you pick a Pokemon that falls into both categories, it will be a 50/50. If you pick a Pokemon representing neither, nothing happens. You are also given two sets of anagrams of two Pokemon’s names mixed together for both of them. The first anagram represents two Pokemon representing the two “avoid” types, and the second is the same for “recommended” types. You should have a very quick eye to try and deduce from the “avoid” anagram the possible names and their types. I recommend looking at the “avoid” anagram first, and if you acknowledge you won’t be able to figure it out quickly enough or if you DO figure it out very quickly, work on the “recommended” anagram. You can report your findings to your team, but remember you have very minimal time for this. You want to focus on the consonants, especially peculiar ones, such as X or Z. Figure out which vowels could go with which consonants. Most importantly, the capital letter always represents the starting letter of a Pokemon’s name (unless it’s a two-word name, such as Ho-oh or either Nidoran, in which case the dash is in the anagram too and it’s really easy to identify). From most common to rarest, the prizes you can get are: 10x Candy Dust, 2+ Pearls, 2x Luxury Balls, 2x Myth Balls, 2x Heavy Balls, 3x Premier Balls, 3x Silver Coins, $220x, 3x Ultra Balls, 1x Big Pearl, 5x Gacha Tickets, $900x, 3+ HP, Amp Gem, Nugget, Prize Pack, Big Nugget. Horde Battle: A number of Pokemon will appear (which increases with more difficulty), and each team member must select a Pokemon to battle all of them. Every team member will lose HP based on how many enemy Pokemon avoid being defeated by any of the three team members. Furthermore, a random two types are selected, and team members are prohibited from using a Pokemon with one of those types. Although you are shown what these enemy Pokemon are, there is not enough time to analyse them. Therefore, it is much more prudent to have a universal set routine that all team members should adhere. The combination of Hydreigon and Aegislash, plus a Blaziken or a Swampert should usually be enough to clear almost all opponents. However, if either Hydreigon or Aegislash are limited by a ban on Dragon, Dark, Steel or Ghost from the two prohibited types, this can throw a wrench in things, so team members should have a backup plan. For this reason, this room is usually very easy to clear, but brutally difficult if a team member is down. The points earned in this room depend on how many opponents are cleared. Starting at 26% of the time, a wild Pokemon may randomly be carrying a prize, and whoever defeats that Pokemon can earn the prize. Battles are conducted in player order, so Player 2 is more likely to acquire the prize than Player 3. From most common to rarest: 3x Safari Balls, 5x Rocks, 1x Great Balls, 2x Bait, 10x Candy Dust, 3x Gacha Tickets, 1x Spy Balls, 1x Quick Balls, 1x Pearl, 1x Stardust, Star Piece, Big Nugget. Mystery Pokemon: An unidentified Pokemon appears, and everyone has to select a Pokemon to attack it (of course, type advantage comes into play here) to reduce its HP, and it has more HP on higher floors. It has 390 HP, plus 170 more for every floor you've passed. Each team member's individual attacks does anywhere between 30 damage (plus 15 more per floor you passed) and at most 100 (20 more per floor passed), plus one of your Pokemon's random stats.You are also given an estimate of what two of its stats might be, but this is difficult to accurately determine. It is not generally helpful information except for identifying a possible Mew or Zoroark in disguise, or if the stats cover particularly outliers that you can recognise as one or two specific Pokemon. This Pokemon can be a pseudo-legendary, Mega, or Legendary. If the mystery Pokemon is not downed in the single wave of attacks, it reveals itself and attacks a random player, the damage being based off type resistance. Assuming neutral advantage, this attack deals 15 damage, plus 6 more per floor passed. This continues until the Pokemon is defeated. Due to this, the players should have a coordination of strong defence for two members (including the leader) and a complementary offensive option for the third member. I find two Aegislash plus a Blaziken to have this good mix of defence and offence if you are unsure what the mystery Pokemon could be. This challenge is not particularly difficult, but has the potential to greatly damage a single unfortunate player if the type matchup is poor. The points earned in this room depend on how many turns it takes to defeat the Pokemon. This leads to an interesting dynamic on whether to use a defensive but poor-offence Pokemon that will take a long time to defeat the opponent and will probably secure negative points while suffering no damage, or switch to a risky offensive Pokemon that could potentially suffer huge damage if you fail to secure the KO. Also, the leader has the option to use the command /pyr flee to immediately cancel the battle and move onto the next room. While this does not reduce the team's score, it does damage the leader by about six times the floor amount (specifically, 8 + 5 * floor). If you believe it will take more than two turns to take down the Pokemon after you know what it is (or if that the total HP lost in the party would exceed that paid by the flee cost), or if the leader believes the partners are at risk, you can use the flee option, although this should not generally be the case. If the mystery Pokemon is defeated in a single turn, starting at 80% of the time, the player that dealt the finishing hit can earn a prize. From most common to rarest: 5x Bait, 14x Candy Dust, 2x Spy Balls, 2x Myth Balls, 2x Heavy Balls, 1x Big Pearls, Big Nugget, Egg. Statue: An object with three different types will appear, and all team members need to select a Pokemon to attack it, with damages of course being based off of type advantage. Only one of the three types are known, and with each turn that fails to defeat it, another type is revealed and every player also suffers an HP penalty. First floor statues carry 970 HP, and have 210 additional HP with every additional floor, making it a lot more difficult to OHKO and almost guaranteeing the team will suffer some damage on higher floors. The base damage each player does to the Statue is between 145 (plus 15 more for every floor passed) and 277 (37 more per floor passed). Each player then takes at least 11 damage (6 more damage per floor). This damage is then halved, with a bigger divisor directly proportional to how much that individual player did in ratio to the total damage (players that did more damage take less total). Of course, based off the first revealed type, each member should select a Pokemon that hits it the best. In the case of neutrality, however, try to select Pokemon that complement the selections of your team members. For instance, you can rarely go wrong with the Hydreigon-Blaziken combo, unless there is an obviously a better choice. After the first round, if the team fails to OHKO the statue, it is prudent to pay attention to which Pokemon did how much damage to the statue. If each Pokemon does a fair amount of damage and all of them collectively would take the statue out in one more round, stick with those same choices. Notice which Pokemon did unusually well or poorly. For example, you (or a teammate) picked a Fighting Pokemon to go up against a Rock Pokemon. After the first attack, the statue is shown to be both Rock and Ice, yet the Fighting Pokemon did unusually poorly. From this, you could surmise the third type is likely to be Ghost, and switch to a Dark Pokemon for the next attack as a stronger option. With proper teamwork, it should be easy to topple the statue. However, this is a fearsome challenge on higher floors because of the way it can consistently damage every player. Unlike the Hidden Pokemon room, there is no escaping from a Statue, so you need to be insightful of the damage you deal. More points are earned the earlier the statue is destroyed. If the team collectively dealt 160% damage to the statue’s maximum HP, whichever player dealt the most damage will always get a prize. From most common to rarest: 10x Rocks, 1x Clone Balls, 1x Quick Balls, 2x Silver Coins, 1x Ultra Balls, 1x Stardust, Star Piece, Prize Pack, Devo Spray. Trainer Battle: An opponent will appear and challenge a team member to a 3v3 battle, sometimes with a preferred type and/or inverted rule. A preferred type means at least two of the opponent's Pokemon will be of the type, with the other being 40% as likely. The team leader needs to nominate a team member to go ahead and battle. This makes it important for the leader to be knowledgeable of every teammate's Pokemon lineup in order to make an informed decision. The helpers are encouraged to voice their thoughts. If the leader does not decide on a member before time, the members can also have nominated themselves before if they believe they are a good match, and the most recent one will engage. Otherwise the team leader will do so. Two out of the three rounds need to be won to earn points, but only winning all three will yield a prize and no HP penalty to the player. Therefore, it is discouraged for the leader to engage in battle, but the leader should still do so if it is the best matchup. Take this into consideration for team organization. If the player wins all three rounds in the battle, that player will always get a prize. Prizes from most common to rarest: 3x Great Balls, $150x, 1x Clone Balls, 1x Luxury Balls, 2x Premier Balls, 2x Silver Coins, $240x, 5x Gacha Tickets, Rare Candy, Devo Spray. Hazards: This challenge is an obstacle course and you will need to rely on your Pokemon’s moveset to clear them out. There are eight different kinds of hazards, but there can be multiple instances of the same hazard. There are as many total hazards as the floor number, plus 3 or 5 more. A number of the hazards will also be randomly obscured, from at least half the floor’s number to the floor’s number. The game adds hazards and decides on their quantity one-by-one instead of completely arbitrarily; this means that you can usually expect multiples of a few hazards as opposed to a bit of each hazard. This also means that the obscured hazards often include one or two more of the viewable hazards. Each of the eight hazards has two different moves that can remove it. However, you can only use each move once, even if you possess multiple Pokemon that can use the move. The hazards and the moves that can clear them are as follows: Plants (Razor Wind, Slash), Water Stream (Powder Snow, Surf), Boulder (Superpower, Telekinesis), Toxic Gas (Defog, Mist), Pit (Fly, Vine Whip), Ice Pillar (Heat Wave, Chip Away), Flamethrower (Hydro Pump, Vacuum Wave), Electric Fence (Disable, Mud Sport), Darkness (Echoed Voice, Flash Cannon). The Struggle option is available to all players – it clears out any remaining hazard. However, you also lose HP equal to five times the floor’s amount, which is very costly. Also, since the hazards are cleared in the order of the players, the third player should take extra caution in using Struggle. The overall goal is to clear at least 75% of the total hazards. If you don’t, you take damage equal to (Floor x 2)(Remaining Hazards + 2 – Total Hazards / 4). That is a lot, so you definitely want to hit that 75% mark. Additionally, you also lose HP if you use too many moves that don’t clear anything, which is the excess moves minus a quarter the total amount of hazards, multiplied by the floor. (You take half as much if you get 100% clearance.) This also means that you can safely pick extra moves at least up to a quarter of all the total hazards. To be good at this challenge, you should be wary of the amounts of each hazard, what moves you are capable of selecting, and what your teammates are selecting. The hidden hazards are most likely multiples of the hazards you can see, but they may also include brand-new hazards. The entire team should be selecting moves to clear everything that is seen. If that is not already 75% of the total hazards, the team should split evenly among themselves to select moves to clear potential multiples of the seen hazards, and then any arbitrary move. Remember you can have as many missed moves as a quarter of the hazards and still be fine. This is one of the most feared rooms, especially at higher stages. This is because if there are many instances of the same hazard, it is unlikely the team as a whole has enough moves to clear it. The Electric Fence hazard is especially notorious, as relatively few Pokemon learn Disable and Mud Sport. It doesn’t help that about a third of all the hazards are hidden from you. It is also extremely difficult to coordinate with the team in the time you have for this challenge. This challenge also does consistent damage to all team members. Starting at 50% of the time, one of the individual hazards contains a prize, and whoever clears that obstacle gets the prize. From most common to rarest: 15x Rocks, 9x Candy Dust, 1x Quick Balls, 2+ Silver Coins, 1x Big Pearl, Nugget, Egg. Riddle: The only challenge that does not need to use your Pokemon, and incidentally the easiest one (at least, if you are intelligent). This room tests your knowledge by having you guess either a move or a Pokemon by uncovering clues. On floor 2 and below, you only have six turns to guess this answer. You get two more turns past floor 2. Each player is only allowed to search a clue once per turn, and you lose a lot of points if you run out of turns. The leader inputs the answer with /pyr name and can do this at any point. The team gets points when the leader gives the correct answer. After the first mistake, the leader will lose a large amount of HP per subsequent wrong answer. There will be 8 to 15 clues to choose from; there’s no difference among them, so pick whatever you like. There is a small HP penalty for unearthing clues, so you generally do not want to check all of the clues (particularly when you are 50% sure of the answer…which is usually when there’s only one of two choices, because the leader can make one mistake without any HP penalty). In fact, you want to unearth as few clues as possible. These clues cover a wide variety of topics. If a certain move or Pokemon fails to fit a particular clue, then you get an overall less amount of clues (explaining the discrepancy for 8 to 15 clues). For moves, it can cover starting letter, ending letter (floor 4 or below only), base PP, base power range (if applicable), Accuracy (if applicable), Type, Category, contact property, description (may be split into two clues if it’s very long and you are floor 6 or below), the amount of letters and words in the name, three examples of Pokemon that can learn it, and three examples that can’t learn it. Clues that tell you what Pokemon can learn the move are very powerful, and sometimes that single clue is capable of giving the answer away. For example, if a clue says that Hitmonlee, Lucario, and Blaziken can all learn the attack, there are many possible answers, such as Agility and Earthquake. However, it is right to be suspicious that all three happen to be Fighting Pokemon, and the answer is likely to be a Fighting attack (or even more likely, the very exclusive Blaze Kick). Conversely, if you get a clue that says the move CANNOT be learned by, say, Caterpie, Weedle, and Magikarp, the answer is likely a VERY highly distributed move, such as Protect or Hidden Power. These kinds of clues always give three examples; if they give two or especially one example, it means the move is VERY exclusive. For instance, if the clue says Deoxys and Lugia can learn the move, you can be assured the answer is Psycho Boost and not some other off-hand move like Ice Beam. Other clues can be cross-referenced and you can find the answer to be easy, even if it is not immediately obvious, which should save you from unnecessary clue-looting. For example, if the clues say the move is a seven-letter word that starts with “D,” there is only one possible answer: Disable. If the answer is a Pokemon (it will never be an alternate form), clues can tell you about its first type, its second type (if applicable, floor 6 or below only), starting letter, ending letter (floor 4 or below only), what moves it can learn, BST range, Generation, its first Ability, its second Ability (if applicable), its Hidden Ability (if applicable), whether or not it is evolved, whether or not it can evolve. First and second types and abilities match the order provided in the Pokedex and main series game code, but you are not necessarily told which is which, so it doesn’t help too much for Abilities (it helps a lot for type). For example, if your first batch of clues says it can learn Power Gem, is from Johto, and is unevolved, it may seem very daunting. However, there are only two possible answers: Misdreavus and Mareep. While doing Pyramid, I highly recommend having some sort of Pokedex on hand that can filter both Pokemon AND moves through these categories. I personally advocate PO’s own teambuilder. It can search Pokemon via Ability, Type, and movesets rather reliably, but you need your own intuition to fill in the other clues (such as name-based and Generation). To search via move, just load up the Hackmons option to see every move. Remember that you can also use the global commands /move name and /pokemon name to look up stats for a specific move or Pokemon. Bulbapedia can also be a cincher (very helpful for move descriptions, such as multihit attacks or flinch attacks, and you can use Bulbapedia to look up all moves with that description down to the hax rate). Other Pokedexes such as Veekun and Serebii may be beneficial, but I don’t use them, so I can’t tout them. Each player’s first search does not have any HP cost, so all available players should search a clue on the first turn. Only subsequent searches have a cost. Also, finding a prize will not deduct HP or use up your “one free search.” Prizes are hidden among the clues, and there are a different amount of prizes depending on the amount of clues. 8 clues may have 1 or 2 prizes. 9, 10, and 15 clues have no prizes. 11, 12, and 13 clues have 3 prizes. 14 clues may have 1 or 2 prizes. From most common to rarest: 5x Safari Balls, $200x, 1x Spy Balls, 1x Myth Balls, 1x Pearls, Amp Gem, Nugget. Spoiler: Alchemist This Quest was implemented to fashion rare Items out of easy-to-collect Items you may be in abundance of. Most of these Items are not all that valuable, however. Different Items have different cooldowns for when you can use Alchemist again, although you should not be using Alchemist frequently, so this should rarely be an issue. There is also a chance for failure where each product may not be created while still consuming your ingredients, but this is only truly significant for Master Balls and Amp Gems. To preview the requirements for each product, you can use /quest alchemist name. Prima Materia: Requires 400 Safari Balls. 12 hour cooldown. More information in the Items section. There is no other purpose for this recipe other than a prerequisite for some other recipes, which are Master Ball, Cherry Delight, and Mega Stone. The ingredients itself are less daunting than it seems, as Safari Balls are easily purchased and are readily available through other means as well. It also has the second highest cooldown, so I would say that if you intend to do those other Alchemist recipes, I would advise you to have Prima Materia prepared literally half a day ahead. 3% fail rate. Master Ball: Requires 1 Prima Materia and 5 Ball Fragments. 24 hour cooldown. Ironically, the Master Ball parts are just about as rare as the actual Master Ball itself. Once you’ve managed to collect 5 Frags, however, you’ll be able to manufacture one actual, usable Master Ball. This has the longest cooldown out of all the recipes. It is prudent, once you have assembled all the materials, to not actually create the Master Ball until you have a long time before your free Master Ball with 31 consecutive days of play. At the time of this writing, I have only ever completed this once, after 200 days of playing (that’s about how rare it is to pick up 5 Frags). I was also waiting until I picked up a new Master Ball and used it up. That finally did happen, and I used it on a Terrakion I baited using Keldeo. I made my new Master Ball immediately. Later that same day, my Keldeo baited an Entei, which I used the second Master Ball on. Ironically, I baited another Terrakion the next day again (with a Dark Pokemon, no less). I didn’t have a Master Ball to save me that time. 5% fail rate. Cherry Delight: Requires 1 Prima Materia, 50 Baits, 2 Honeys, 50 Candy Dusts, and 2 Big Pearls. Creates 2 Cherry Delights. 2 hour cooldown. Now, while the recipe itself is relatively easy to cobble together, this recipe is not often concocted because Cherry Delights are not inherently valuable Items (even though you get two at once). Like I’ve said time and time again, battles are more drastically influenced by type-matchup rather than points, so the boost granted by Cherry Delights is minimally noticed or actually beneficial. That’s not to say they’re entirely worthless. They may help improve survivability, especially in higher stages of Tower where the opponents get gradually stronger. However, I am particularly not fond of giving up the Honey or Candy Dust to create the Item, nor do I appreciate the longer Tower cooldown or the Item’s lack of reliability. I once earned five Cherry Delights as part of a special contest. Shortly afterwards, there was a promotional event that encouraged getting high scores in Tower. I was able to sell off all five for $13,000 each. 2% fail rate. Big Pearl: Requires 50 Pearls. Creates 15 Big Pearls. 1 hour cooldown. In using 50 Pearls to create 15 Big Pearls, there is actually a 10% loss in profit. The only reason to transmute this recipe is to create Big Pearls for the Cherry Delight recipe, and you already know my thoughts on that. No fail rate. Ampere Gem: Requires 15 Finder charges. 2 hour cooldown. The charges you use to create this must be the temporary charges you obtain from daily logins, and not bonus charges obtained through normal Finder use or Amp Gems. Since a single Amp Gem gives you 20 charges, this is a good deal. However, I strongly recommend against this recipe because it has an 80% fail rate. However, there is one scenario where it is beneficial to give this an attempt, when the day turnaround is approaching soon, and you won’t be able to use all your Finder charges by the day’s end because you have to leave for personal reasons or because the last Contest of the day is about to start (and at the end of the Contest marks the end of the day, although your Finder charges can be reset early if you log in and out after the 00:00 hour). For reference, there is only enough time in a Contest to use about 28 Finder charges, so if you think you’ll have more than that remaining by the time the Contest starts, you might as well try this recipe to milk the most out of your charges. Mega Stone: Requires 1 Prima Materia, 20 Ampere Gems, and 4 Eviolites. 8 hour cooldown. Mega Stones are not very useful. I mean, they ARE, but considering the effort it takes to make them and the relatively mild bonuses it gives you, it has a lot more use in novelty than actual benefits. Eviolites are very easy to come by and are in no short supply. Amp Gems aren’t particularly rare either, but honestly, the value you can get from using up 20 Amp Gems (which translates into 400 charges) would probably exceed the novelty value you would get from making a Mega Stone. No fail rate. Mono Ball: Requires 10 Black Apricorns and 10 White Apricorns. Creates 20 Mono Balls. 2 hour cooldown. Black Apricorns are obtained with Finder and are very easy to come by. However, White Apricorns come from Gacha, and are about twice as difficult to obtain. The Mono Balls you create are rather un-extraordinary. They have the same catch rate as Ultra Balls, but only if your active Pokemon is single-type, and it only has a slightly lower cooldown rate. On the other hand, Apricorns don’t have any other use, so if you find yourself using a single-type Pokemon, Mono Balls are still a tiiiiiiny bit better than Ultra Balls. I personally enjoy selling off the Apricorn parts more than making the actual Mono Ball. No fail rate. Golden Bait: Requires 70 Baits, 5 Luxury Balls, 5 Myth Balls, 10 Premier Balls, and 1 Nugget. Creates 5 Golden Baits. 5 hour cooldown. Although one of the newer additions, Golden Bait quickly proved itself to be one of the most popular Alchemist transmutations. Unlike the Master Ball recipe, in addition to being highly coveted, it is relatively easy to assemble these ingredients. This alone has caused the Nugget to double in price on the market (which I think is a tad bit excessive). No fail rate. Magneton: Requires 3 Magnemite. 2 hour cooldown. This recipe is unique, as it is the only one that consumes or produces Pokemon instead of Items. It is also appropriate, as the market cost (but not NPC cost) of three Magnemite is about equal to that of a Magneton. This makes Magnemite as a Pokemon very versatile, as if Magneton is in need, three Magnemite can actually be joined together for it. Using three Magnemite to create a Magneton is a better deal than trying to collect 237 Candy Dust to evolve a single Magnemite. I think that this doesn't have a fail rate. Spoiler: Decor Borrowing another side-event from the main games, this Quest gives you dolls and furniture to decorate your own Secret Base. The Secret Base has 35 squares (7x5) of available space, and decorations take up at least one square space but may take up to four. To place a decoration in your Base, use the command /editbase name:x:y, where x and y are coordinates. To remove a decoration, use /editbase remove:x:y. To remove everything, use /editbase wipe. There isn’t an option to view the list of decorations, so you’ll need to record them elsewhere. To view a person’s Base, use /base name. No name will look up your own Base, and you can only look up a person’s Base (including your own) once per minute. The Quest itself will give you a random decoration item for $50,000 and 50 Silver Coins or for a Décor Coupon. Due to the extraordinarily high cost of this Quest for products that are neither practical nor is something anyone cares about at all, very few people, if any, do this Quest. I might even say that doing the Décor Quest is the single most useless thing in the entire Safari game. Chapter 8: Final Tips and Suggestions Spoiler In this section, I will explain miscellaneous advice that I have not covered before, or particularly important advice that I think needs reinforced explanation. These are minor details compared to what was previously explained, but knowing the following tips will definitely teach you privileges you hadn’t known previously, or, conversely, save you from disaster. Spoiler: Pricing of Regular, Alolan, Shiny, and Legendary Pokemon The material covered in this section is of polarised and sensitive nature. The views expressed in this article are of the author’s own and do not necessarily reflect those of other Safari players. Reader discretion is advised. While the Collector Quest is the strongest form of income for players, selling Pokemon to other players is perhaps the second largest. In this section, I will display and explain my own personal elementary price formulas, which of course I cannot expect to be common to all players’ logic. However, there are often discrepancies when it comes to the pricing and worth of these wares. You should notice that my pricing is only linear within ranges and not overall, because I consider certain ranges to be a lot rarer AND difficult to capture, and thus the price formula increases respectively. Under 319: 500 320 – 359: 200 + BST 360 – 400: 10(BST – 300) 400 – 500: 1000 + 10(BST – 400) 500 – 530: 2000 + 1000[(BST – 500) / 30] 530 - 670: 100(BST – 500) In short-hand, I believe the appropriate price for Pokemon under 319 BST should be a $500. After that, I think it should increase somewhat linearly up until 400 BST, where I think it should be $1000. From 400 to 500, I think it should be linear for $100 for every 10 BST, capping at $2000 for 500. The next range is 500 to 530, a much tighter bracket, as this is when Pokemon are particularly notable; here, the price goes from $2000 to $3000, and anything in between is proportionate. After 530 BST, every 10 BST is $1000 more. The highest growths are in very low BST (under 360) and very high BST (over 530). This is respectively because BST differences are a lot more significant with very low BSTs, and very high BST Pokemon become exceedingly rarer and more difficult to catch. These formulas are not universal for all my Pokemon transactions, but rather a baseline. I observe these guidelines both for selling and purchasing. Other variables that can affect specific transactions include supply and demand, my mood, the rarity of said Pokemon (both in general and as of the moment), the usefulness of said Pokemon, pity, and customer loyalty. Supply and demand is mostly how many of a Pokemon you have, how willing you are to part with them, and how much other players want it for. Pokemon rarity is arbitrary and sometimes situational, so I can’t really describe it other than a case-by-case basis and you’ll have to sorta feel it out yourself. I will describe usefulness of Pokemon by type in a below section. I also cannot expect others to adopt the same formula I apply, and therefore you might see the same wares offered at much higher or lower prices. It should be considered that making trades that are far more or less worthy than they ought to be (with "worth" in of itself subjective) can be punished with a temporary trade ban and deletion of the wares in question if they are cheap enough at a "giveaway" level. (This is completely up to Ricekirby's discretion of his own concept of "worth." Prices also fluctuate over time. Even though I say that I do not expect everyone to follow my pricing philosophy, I will try to conduct research and observation on the pricing of rare Pokemon to give ballpark appraisals.) Pokemon introduced in Generation 7 have a damper that causes them to be slightly rarer than Pokemon from the other six Generations. However, since it was implemented, it has never fully lifted, and Alolan Pokemon continue to be "rare." Alolan Pokemon are also excluded as possibilities from Collector and Scientist Quests, and the Boost of the Day. Despite the damper never getting lifted, Alolan Pokemon have become common possessions as a result of time and because they are never consumed for Quests. Therefore, Alolan Pokemon in general are only slightly more expensive than a Pokemon of same BST. Understandably, Shinies and Legendaries are hundreds of times more expensive than what their BST should suggest. However, it is hard to gauge an accurate price because the supply/demand curve is so arbitrary. (The same is also true for certain rare Alternate Form Pokemon, but I will cover that in the next section.) In addition to the aforementioned variables, Shinies and Legendaries are not exactly readily available, and price is affected by each Pokemon’s individual popularity, making them difficult to plot accurately. As an iffy rule of thumb, I would say a Shiny’s worth can be roughly estimated to be 170 times normal worth. Shinies do requires more Dust to evolve, but only by about 14%, so non-fully evolved Shinies should be considered only slightly less than their fully evolved pricing. Legendary pricing is mostly dependent on rarity and usefulness. All Legends that exceed 580 BST (mostly Uber-level box mascots and Mythics) are exceptionally rare; their prices cannot be accurately gauged, but I estimate it exceeds millions. The other Legends are all exactly 580 BST (barring Alola region, which are all pricier on the virtue of being Alolan) and are part of basic trios (Birds, Beasts, Golems, Lake, Swords). At this point in time, the Legend-to-player ratio is extremely high, with many veteran players having an excess abundance of Legendary Pokemon. This means that the cost of Legends have greatly depreciated and will likely continue to do so. For most veteran players, most Legendary Pokemon are not even worth using a Master Ball on anymore, due to sheer excessiveness. However, a newer player that has not assembled a full collection may be more inclined to. For the purposes of Safari, Ultra Beasts are considered to be Legendary. Type: Null and Silvally are not. To roughly summarize the 580 Legends: Regice < Uxie < Azelf = Mesprit < Entei = Regirock < Cobalion < Moltres < Articuno = Suicune < Registeel < Virizion < Raikou < Terrakion = Keldeo = Zapdos = Thundurus < Tornadus Spoiler: Alternate Forms and Ball Seals As I have mentioned a few times and as you probably know, numerous Pokemon have multiple forms. In terms of Safari play, alternate forms are considered to be separate Pokemon in their own right and are objectively worse, because the Collector and Scientist Quests only accept the base forms (however, a Boost-of-the-Day on a Pokemon extends to all its alt forms). Alternate forms refer to the base form when considering which Generation it is from (which is a variable in Contest Rules). However, the non-base forms are usually much rarer, most being completely unobtainable, serving as expensive collectibles (much like Shinies and Megas, although alternate forms have no special modifier to NPC pricing). Mega Evolutions (and likewise Primal Evolutions) also count as alternate forms, but they cannot be legally obtained other than temporarily with the Mega Stone item. Safari does not have genders for Pokemon, and therefore, there are no alternate forms based on gender (Meowstic being the sole exception). It is theoretically possible to change a Pokemon’s form using the Alchemist Philosopher side quest. I will give three classifications of alternate forms. First, some Pokemon have equal rarity across all of its alternate forms. Any of these forms are fair game to be asked for by Collector or Scientist. Secondly, there are some Pokemon whose alternate forms are exceptionally rarer to the base form and are worth a Master Ball. However, over a year's worth of time since Safari began, the vast majority of these forms have lost their exclusivity and are more or less equal in comparison to a Master Ball price. It will be to your discretion whether or not you "should" use it. (Probably only if you expect to have a new Master Ball soon.) Thirdly, some alternate forms are not obtainable in the game whatsoever and must be created using the Alchemist Philosopher quest. I will indicate each Pokemon as such. Reminder that Myth Balls accrue a bonus on Shiny and Legendary Pokemon by Safari's standards. Alternate forms, regardless of actual rarity, do not get the Myth Ball bonus (unless it inherently has the Legendary status). Alolan Pokemon: The following Pokemon have an alternate form as Alolan <Pokemon>: Rattata, Raticate, Raichu, Sandshrew, Sandslash, Vulpix, Ninetales, Diglett, Dugtrio, Meowth, Persian, Geodude, Graveler, Golem, Grimer, Muk, Exeggutor, Marowak. All of these forms are extremely rare and can be considered worthy of a Master Ball. Other factors such as the difficulty of capture of the Pokemon (especially the unevolved ones) or usefulness of the final form can be taken into account as to whether a Master Ball will actually be used, but I will say straightforwardly that the Alolan forms are highly exclusive. The types of all the Alolan Pokemon differ from their original counterparts, but the same BST is retained. The Rattata line appears in the Night theme. Raichu appears in the Factory theme. The Vulpix line appears in the Tundra theme. The Diglett and Geodude lines appear in the Desert theme. Exeggutor appears in the Dragonspiral theme. Marowak appears in the Volcano theme. Sandshrew and Sandslash have yet to appear, but are likely in the Tundra theme. Grimer and Muk have yet to appear, but are likely in either the Urban or Object themes. Pikachu, Exeggcute, and Cubone cannot evolve into their Alolan forms. Pikachu: Pikachu has twelve alternate forms: Pikachu-Cosplay, Pikachu-Rock Star, Pikachu-Belle, Pikachu-Pop Star, Pikachu-Ph. D, Pikachu-Libre, Pikachu-First Hat, Pikachu-Second Hat, Pikachu-Third Hat, Pikachu-Fourth Hat, Pikachu-Fifth Hat, Pikachu-Sixth Hat. Regular Pikachu has 320 BST. Alternate Pikachu forms have 480 BST. Base form Pikachu is rather common and can be found in multiple themes. There is only one each of the Pikachu cosplay costumes, which were given away as special promotions (I have the Ph. D costume). No one has any of the other seven Pikachu alternate forms. All of these forms are otherwise unobtainable. There should also be a Pikachu-Seventh Hat which should be coded in when Pokemon Online updates with Ultra Sun and Ultra Moon, but this is extremely tentative. Unown: Unown has twenty-seven alternate forms: one for every letter of the Roman alphabet past A, ?, !. These twenty-seven, plus the one base form (representing the letter A) all have 336 BST. All are about equally common. Additionally, having five or six Unown in your party activates the Ball Seal Easter egg. When you make a capture (other than with a Spy Ball), an extra line will appear spelling out a word from the Unown forms you have (offensive and profane words omitted). Collecting the forms is popular for this reason, causing their prices to be two to four times higher than what would normally be expected (especially the vowels A E I O U). You can refer to the common game from Mattel Scrabble® for an idea as to which letters are more necessary than others (higher quantities = higher demand). All Unown forms can spawn in the Fairy Tales, Object, Ruins, and Snowflake themes, but only Base Unown spawns exclusively in the Mt. Pyre theme (making that theme the best to catch Base Unown). Castform: Castform has three alternate forms: Castform-Sunny, Castform-Rainy, Castform-Snowy. All Castform forms have 420 BST, but the type changes correspondingly according to the form. The 420 BST is of particular interest, as it means these Pokemon reach a respectable 500 BST under max Eviolite bonus. Castform itself is somewhat uncommon for its BST, but the alternate forms are very rare. The alternate forms cannot be baited and only appear rarely in the Weather theme. They are probably worth using a Master Ball on, but it’s a bit of an even trade, and I wouldn’t use a Master Ball unless I have a type disadvantage and am close to my Day 31 milestone. Deoxys: Deoxys has three alternate formes: Deoxys-Attack, Deoxys-Defense, Deoxys-Speed. All Deoxys forms have 600 BST. Of course, being a 600 BST Legend, Base Deoxys is incredibly rare, having never appeared before at the time of this writing. Base Deoxys can be obtained in the Space theme and by Golden Bait. Deoxys formes are unobtainable. Burmy and Wormadam: Burmy and Wormdam both have two alternate forms: Burmy-Sandy, Burmy-Trash, Wormadam-Sandy, Wormadam-Trash. All Burmy forms have 224 BST and all Wormadam forms have 424 BST. All Burmy are Bug-type, and all Wormadam are Bug-type plus another type correspondingly according to the form. The different Burmy forms are all common. Wormadam forms are also relatively common, but Wormadam-Sandy is most common (perhaps on virtue of its type) and Wormadam-Steel is the rarest for the opposite reason. Base Burmy and Wormadam can also exclusively spawn in the Forest theme, Burmy and Wormadam-Sandy in the Desert theme, and Burmy and Wormadam-Steel in the Urban theme. Burmy evolve randomly into either their respective forms or into Mothim. Cherrim: Cherrim has one alternate form: Cherrim-Sunshine. All Cherrim forms have 450 BST. Cherrim-Sunshine is very rare, cannot be baited, and can only appear rarely in the Forest, Meadow, and Weather themes. However, like Castform forms, the overall rarity of Cherrim-Sunshine is debatable, and it is probably on par with the cost of an actual Master Ball. Cherubi can only evolve into Base Cherrim. Shellos and Gastrodon: Shellos and Gastrodon both have one alternate form: Shellos and Gastrodon-East. All Shellos forms have have 325 BST and all Gastrodon forms have 475 BST. Both forms of both Pokemon are relatively common. Shellos can only evolve into their respective forms. Rotom: Rotom has five alternate forms: Rotom-Heat, Rotom-Wash, Rotom-Frost, Rotom-Fan, Rotom-Mow. Base Rotom has 440 BST and its alternate forms have 520 BST. Base Rotom is Electric/Ghost. Its alternate forms are all Electric, plus either Fire, Water, Ice, Flying, or Grass, respectively. Base Rotom is somewhat uncommon. All five alternate forms are extremely rare and are worth a Master Ball without hesitation, although amongst themselves they have different worth due to usefulness and popularity (From most to least popular: Mow, Frost, Heat, Wash, Fan.) The forms cannot be baited with a normal bait and can only appear rarely in the Urban and Object themes. Giratina: Giratina has one alternate forme: Giratina-Origin. All Giratina forms have 680 BST. Base Giratina is incredibly rare, having never appeared before at the time of this writing. Base Giratina can be obtained in the Mt. Pyre theme. Giratina-Origin is unobtainable. Shaymin: Shaymin has one alternate forme: Shaymin-S. This stands for Shaymin-Sky. All Shaymin formes are 600 BST, but Shaymin-S is also Grass/Flying. Base Shaymin is incredibly rare, having to appear in the Meadow theme or by Golden Bait. Shaymin-S is unobtainable. Arceus: Arceus has seventeen alternate formes: one for each type besides Normal. These seventeen, plus the one base Normal-type forme, all have 720 BST, but the type changes correspondingly according to the forme. Base Arceus is incredibly rare, having never appeared before at the time of this writing. Base Arceus can be obtained in the Normal theme, where Myth and Master Balls are not allowed. Arceus formes are unobtainable. Basculin: Basculin has one alternate form: Basculin-Blue Striped. All Basculin are 460 BST. 460 BST Pokemon are particularly rare, as they are eligible for both Normal and Hard Collectors and therefore in high demand. Base Basculin needs to compete with Basculin-A for spawning, making it twice as rare compared to other 460 BST Pokemon. This puts Base Basculin in an awkward position where it is not rare enough to be a collectible or to use a Master Ball on, but too rare to successfully shop for Collector or Scientist if one is not already owned. Darmanitan: Darmanitan has one alternate form: Darmanitan-Zen. Base Darmanitan has 480 BST, but Darmanitan-Zen is 540 BST and also Psychic-type. Base Darmanitan is somewhat uncommon, but Darmanitan-Zen is extremely rare, only spawning in the Objects theme. Darmanitan-Zen is worth a Master Ball on exclusivity, but not so much on usefulness. It is up to your discretion, but at the time of this writing, I would recommend doing so. Deerling and Sawsbuck: Deerling and Sawsbuck have three alternate forms: Deerling-Summer, Deerling-Autumn, Deerling-Winter, Sawsbuck-Summer, Sawsbuck-Autumn, Sawsbuck-Winter. Deerling and Sawsbuck-Spring All Deerling forms have 335 BST and all Sawsbuck forms have 475 BST. All of these forms are relatively common, but of course, the base forms are of higher demand due to Questing. All these forms can be baited, but different forms can spawn per theme. The Daycare theme can only spawn Base Deerling. Forest theme can only spawn base and Summer forms. Tundra theme can only spawn Winter forms. Meadow, Normal, Quadrupeds, and Weather themes can spawn all four forms for both Pokemon. Deerling can only evolve into their respective forms. Tornadus and Thundurus: Tornadus and Thundurus have one alternate forme: Tornadus and Thundurus-Therian. All Tornadus and Thundurus formes have 580 BST. Tornadus and Thundurus are rare, having to appear in the Asia or Sky themes or by Bait. Tornadus and Thundurus-Therian are unobtainable. Landorus: Landorus has one alternate forme: Landorus-Therian. All Landorus formes have 600 BST. Landorus is incredibly rare, but appears in the most themes out of any Legendary and indeed more than most Pokemon: Abundant Shrine, Asia, Brown, Quadrupeds, Sky. He can also be Golden Baited. Landorus-Therian is also the only Legendary forme that can be found in the wild, appearing incredibly rarely in the Abundant Shrine theme. It is, of course, worth a Master Ball. Kyurem: Kyurem has two alternate formes: Kyurem-White, Kyurem-Black. Base Kyurem has 660 BST and its alternate forms have 700 BST. Kyurem is incredibly rare, having to appear in the Tundra or Snowflake themes. Kyurem formes are unobtainable. Keldeo: Keldeo has one alternate forme: Keldeo-Resolute. All Keldeo formes have 580 BST. Keldeo are rare, having to appear in the Dojo theme or by Bait. Keldeo-Resolute is unobtainable. Meloetta: Meloetta has one alternate forme: Meloetta-Pirouette. All Meloetta formes have 600 BST, but Meloetta-Pirouette is Normal/Fighting-type. Meloetta is incredibly rare, having to appear in the Meadow theme or by Golden Bait. Meloetta-Pirouette is unobtainable. Genesect: Genesect has four alternate formes: Genesect-Shock, Genesect-Burn, Genesect-Chill, Genesect Douse. All Genesect formes have 600 BST. Genesect is incredibly rare, having never appeared before at the time of this writing. Genesect can be obtained in the Factory theme or by Golden Bait. Greninja: Greninja has one alternate form: Ash Greninja. Base Greninja has 530 BST. Ash Greninja has 640 BST. Base Greninja in of itself is the highest BST Water/Dark Pokemon, and is in of itself highly useful and difficult to obtain. Ash Greninja is unobtainable. At the time of this writing, one person has obtained Ash Greninja via Alchemist Philosopher side quest. Vivillon: Vivillon has nineteen alternate forms: Vivillon-Archipelago, Vivillon-Continental, Vivillon-Elegant, Vivillon-Garden, Vivillon-High Plains, Vivillon-Jungle, Vivillon-Marine, Vivillon-Modern, Vivillon-Monsoon, Vivillon-Polar, Vivillon-River, Vivillon-Sandstorm, Vivillon-Savanna, Vivillon-Sun, Vivillon-Tundra, Vivillon-Pokeball, Vivillon-Fancy. Pokemon Online considers Vivillon-Meadow (the pink one) to be the base form, and therefore it needs no special suffix. All Vivillon have 411 BST. Other than Unown, Vivillon has the most forms of any Pokemon in this game. Vivillon is also very complicated, as these forms vary greatly in rarity and uniqueness, making them popular collectibles. Different forms can spawn per theme, and it is the amount of themes they can spawn in plus the likelihood they can appear in a theme that dictates their rarity. All forms can be baited, and all forms should have equal rarity when baited, but in experience, it seems their bait rarity is not too different from their Contest rarity. Vivillon-Icy Snow, Vivillon-Polar, and Vivillon-Tundra are perhaps the most common, spawning frequently in the Tundra theme. Vivillon-Sun and Vivillon-Sandstorm are also extremely common, spawning frequently in the Volcano and Desert themes, respectively. After that is Base Vivillon, which spawns uncommonly across three themes (Forest, Lake, Meadow). The most common Vivillon are perhaps $1000. Next are what I would term as uncommon Vivillon. Vivillon-Monsoon and Vivillon-River both appear in the Lake theme, while Vivillon-Archipelago, Vivillon-Marine, and Vivillon-Ocean are in the Sea theme. I would say uncommon Vivillon are around $1500. The next level is rare Vivillon, which I think should include Vivillon-Elegant, Vivillon-Garden, and Vivillon-Modern. The three of these are all found in the Meadow theme and should be worth about $2500. Finally, there are four Vivillon which I am pretty sure cannot be obtained from Contests at all and must be baited with great difficulty. I’m not sure if any is actually harder to bait than the others, but from personal observation, most common to rarest is Vivillon-Continental, Vivillon-Savannah, Vivillon-High Plains, and Vivillon-Jungle. I’ve seen Vivillon-Jungle and Vivillon-High Plains reach upwards of $75,000. (People can be crazy sometimes.) This would price them higher than a Master Ball, although a Master Ball has inherently more utility. Either way, all Vivillon forms are easy to catch with an Ultra Ball and type advantage, and the rarest Vivillon forms only come via baiting anyway. Spewpa can only evolve into Base Vivillon. Vivillon-Pokeball and Vivillon-Fancy are unobtainable. Flabebe, Floette, and Florges: Flabebe and Florges have four alternate forms, and Floette has five alternate forms: Flabebe-Yellow, Flabebe-Orange, Flabebe-Blue, Flabebe-White, Floette-Yellow, Floette-Orange, Floette-Blue, Floette-White, Floette-Eternal, Florges-Yellow, Florges-Orange, Florges-Blue, Florges-White. Pokemon Online considers Flabebe, Floette, and Florges-Red to be the base form, and therefore it needs no special suffix. All Flabebe forms have 303 BST, most Floette forms have 370 BST, and all Florges forms have 552 BST. Floette-EF has 551 BST. All forms of Flabebe are common, Floette uncommon, and Florges particularly rare (it is the highest BST Fairy, after all). The full set of all five Florges forms is also a popular collectible. Florges spawns especially frequently in the Snowflake theme. Flabebe and Floette can only evolve into their respective forms. Floette-Eternal is incredibly rare and is definitely worth a Master Ball, having to appear in the Meadow or Snowflake themes. Floette-EF cannot be evolved from Flabebe or into Florges. Furfrou: Furfrou has ten alternate forms: Furfrou-Heart, Furfrou-Star, Furfrou-Diamond, Furfrou-Debutante, Furfrou-Matron, Furfrou-Dandy, Furfrou-La Reine, Furfrou-Kabuki, Furfrou-Pharaoh. All Furfrou forms have 472 BST. Base Furfrou (colloquially “Furfrou-Naked”) is somewhat uncommon. All ten alternate forms are extremely rare (although slightly less common than the Rotom forms) and used to be worth a Master Ball. With time, however, they now All the Furfrou alternate forms are equally rare, so their value and pricing are dependent on the random frequency of their spawns. As of the time of this writing, I estimate Furfrou-Heart and Furfrou-La Reine may have spawned the least frequently, maybe three apiece. After that is perhaps Furfrou-Kabuki. Furfrou-Star, and Furfrou-Matron, which are maybe five apiece. I think there are more Furfrou-Debutante and Furfrou-Dandy. I am unsure of Furfrou-Diamond and Furfrou-Pharaoh, but just know that they are all extremely rare. Furfrou forms spawn only in the Urban theme. Meowstic: Meowstic has one alternate form: Meowstic-F. This stands for Meowstic-Female. Meowstic (and I suppose Nidoran) is the only Pokemon in Safari that implements different forms for gender differences. This is because the Pokemon Online system (which Safari draws from) is primarily a battle program, and Meowstic (and Nidoran) has different battle properties based on its gender. Base Meowstic is rather uncommon. Meowstic-F is extremely rare and only appears in the Snowflake theme. It is worth a Master Ball on sheer exclusivity alone, but not for utility. Espurr can only evolve into Base Meowstic. Aegislash: Aegislash has one alternate form: Aegislash-Blade. All Aegislash forms have 520 BST. However, Base Aegislash can usually match the worth of pseudo-legends such as Goodra and Tyranitar, twice the worth of what you would usually expect of Aegislash’s BST. This is on part of Aegislash’s very unique and useful typing, enhanced rarity, difficulty to capture, and difficulty in evolving (including the difficulty of capturing Doublade). While Aegislash itself is already valuable, Aegislash-Blade is extremely rare, worth a Master Ball, and can only appear in the Dojo theme. Doublade can only evolve into Base Aegislash. Pumpkaboo and Gourgeist: Pumpkaboo and Gourgeist have three alternate forms: Pumpkaboo and Gourgeist-Small, Pumpkaboo and Gourgeist-Large, and Pumpkaboo and Gourgeist-Super. All four forms of both Pokemon are relatively common. All Pumpkaboo forms have 335 BST and all Gourgeist forms have 494 BST. All of these forms are relatively common. All these forms can be baited and numerous themes can spawn each form. Base Pumpkaboo can be found in the Daycare theme. The Pyre theme is also notable for exclusively spawning both base forms. Xerneas: In the main series games, Xerneas has two formes: Neutral Mode and Active Mode. Since only the Active Mode is used for battling, and Pokemon Online is a battle simulator, and Safari draws from Pokemon Online, Neutral Mode does not exist on the entire server (and therefore does not exist for Safari). Zygarde: Zygarde has two alternate formes: Zygarde-10% and Zygarde-Complete. All Zygarde formes are incredibly rare are spawn only in the Cave theme. As of the time of this writing, no Zygade forms have ever spawned, and they are all worth an immediate Master Ball. Give Zygarde-10%'s low BST and tiering (and low utility), you may be inclined to use a Myth Ball if you have type advantage, but do so are your own discretion. Hoopa: Hoopa has one alternate forme: Hoopa-Unbound. Base Hoopa has 600 BST, and Hoopa-Unbound has 680 BST and replaces the Ghost-typing with Dark-typing. Hoopa is incredibly rare, having never appeared before at the time of this writing. Base Hoopa can be obtained in the Urban and Fairy Tales theme, and by Golden Bait. Hoopa-Unbound cannot be obtained. Oricorio: Oricorio has three alternate forms: Oricorio-Pom Pom, Oricorio-Pa'u, Oricorio-Sensu. Oricorio-Baile is considered by Pokemon Online as the base form. Baile, Pom Pom, Pa'u, and Sensu are all Fire, Electric, Ghost, and Psychic type, respectively, in addition to being Flying. All Oricorio forms are of roughly equal rarity. Although Oricorio in of itself is generally rare due to being Alolan, I would not recommend a Master Ball. Lycanroc: Lycanroc has one alternate form: Lycanroc-Midnight. Lycanroc-Midday is considered by Pokemon Online as the base form. Both Lycanroc forms are Rock-type with 487 BST. They are of equal rarity, and Rockruff can evolve into either form, although they are generally rare due to Alolan nature. Lycanroc-Dusk is only tentative when Pokemon Online updates with Ultra Sun and Ultra Moon, and even then, it stands to see how it will be implemented into Safari. Wishiwashi: Wishiwashi has one alternate form: Wishiwashi-School. Wishiwashi-Solo is considered by Pokemon Online as the base form. Both Wishiwashi forms are Water-type. Base Wishiwashi has 175 BST (the lowest of any Pokemon) and Wishiwashi-School has 620 BST (the second highest non-Legendary BST, behind Slaking). As of the time of this writing, Wishiwashi-School has never spawned. To that extent, I assume it has a very small chance to appear in the Sea theme (where Base Wishiwashi spawns) and is deserving of a Master Ball. Silvally: Silvally has seventeen alternate formes: one for each type besides Normal. These seventeen, plus the one base Normal-type form, all have 570 BST, but the type changes correspondingly according to the form. Both Type: Null and Silvally are incredibly rare, having never appeared before at the time of this writing. It is unknown where either of them spawn. By Pokemon Online's standards, neither are considered Legendary, so neither will attain a Myth Ball bonus. The following statements are pure speculation. To my best ability, I estimate that Silvally is completely unobtainable outside of evolution. Type: Null is unobtainable via bait outside use of a Big Mushroom with a very low chance (although more likely than Arceus) to appear in the Normal theme only. Type: Null is only capable of evolving into Normal Silvally, and the other Silvally formes are otherwise unobtainable. Any Type: Null or Silvally are worth a Master Ball due to exclusivity alone, although Master Balls are inherently disallowed in a Normal theme Contest. Minior: Minior has seven alternate forms: Minior-Red, Minior-Orange, Minior-Yellow, Minior-Green, Blue, Minior-Indigo, Minior-Violet. Minior-Meteor is considered by Pokemon Online to be the base form. All Minior are Rock/Flying type. Base Minior has 440 BST while the coloured Minior each have 500 BST. Minior is relatively common, outside of its rarity of an Alolan Pokemon. The coloured Minior are extremely rare as collectibles, spawning exclusively in the Space theme. In this regard, coloured Minior are worth a Master Ball, like the other rare collectibles such as Castform and Furfrou. It is possible this will depreciate with time. However, it does not appear the damper on Alolan Pokemon will lift anytime soon. Master Ball use is worth at your own discretion. Mimikyu: Mimikyu has one alternate form: Mimikyu-Busted. All Mimikyu are Ghost/Fairy type with 476 BST. Mimikyu-Busted is extremely rare, spawning exclusively in at least Ruins and Urban themes. It is definitely worth a Master Ball, not only due to its rarity, but due to the difficulty of capture and the popularity of Mimikyu in general. Solgaleo and Lunala: In the main series games, Solgaleo and Lunala have Radiant Sun and Full Moon Phases. For the purposes of Pokemon Online as a battle simulator, these forms do not exist, and since Safari draws from Pokemon Online, they do not not exist for Safari. Necrozma: Necrozma has three alternate formes: Necrozma-Dusk Mane, Necrozma-Dawn Wings, Ultra Necrozma. Base Necrozma has 600 BST and is Psychic-type. Necrozma-Dusk Mane and Necrozma-Dawn Wings both have 680 BST, and are Psychic/Steel and Psychic/Ghost types, respectively. Ultra Necrozma hsd 754 BST and is Psychic/Dragon type. Necrozma is incredibly rare, having to appear in the Mt. Pyre theme. As of the time of this writing, Necrozma has never spawned. The three other forms are tentative on Pokemon Online being updated with Ultra Sun and Ultra Moon. Even when (if) they are, they will likely not be obtainable, in the similar vein of Kyurem before them. Spoiler: Authorised Events Players have the opportunity to create an Authorised Event. Authorised Events are some kind of special game created for all Safari players, and you are encouraged to exercise Safari mechanics, or potentially any PO mechanic or even more to exercise your inner gamemaster. You have few defined limitations and have much creative freedom in designing these Events. You can also create the prizes for the winners of these games, which you as the gamemaster also automatically receive. Again, you have broad creative freedom in designing these prizes, but logically they would be parallel to the complexity of your Event. Most gamemasters offer rare Ball Fragments and Mega Stones as first place prizes. However, if you want any ideas to get crazier than that, the first place prize can be replacing any Pokemon with a Shiny version, or perhaps even offering an exclusive alternate form. As it stands now, the variability and customization of reward is the only plausible way to obtain otherwise un-spawnable alternate forms (mostly Legendary alternate formes). In recognition of creating and hosting an Event, the gamemaster is also given 10 Cherry Delights, 10 Eggs, and the elusive (but otherwise worthless) Décor Coupon. For more details on event-making, visit http://pokemon-online.eu/threads/33102/. Spoiler: Other Events, Tournaments, and Trivia Aside from Authorised Events, any Safari owner or admin are capable of starting other events that have prizes for the winners. These events have no schedule and are enacted on the admins’ whimsy. As such, do not ask admins to initiate events, just like you would not ask an admin to generate any free gift, as it is not polite or fair. There are four programmed events, which I will list here and can also be viewed with /eventhelp. While partaking in these events, players are unable to engage in any other Safari action. However, there are also several different Safari mechanics that also use the term “event,” which I will mention after describing these four. Faction War: Players can sign up for one of two teams. To pick a team, use the command /signup name. Not inputting a name distributes you to a random team. A team must have a minimum of 3 players. If more than half of all players all purposefully join the same team, the latest joiners will get transferred to the other side. NPCs with random Pokemon are used to fill the gaps. All 6 Pokemon from each player on a team are randomly mixed and both sides are pitted against each other in a battle royale. The Pokemon are all lined up and combat each other 1v1. The winner of one round continues on to the next round and fights the next combatant, and so on until one side is completely defeated. A draw results in a loss for both sides. The winning team receives a prize, which is made known at the start of the Event. This prize may be the same for either team or it could be different. At the end of the Event, all players will be able to see the individual scores of the 6 members of their own team, as well as the Event’s MVP (the single Pokemon that scored the most consecutive wins, which is kept in records but does not provide any additional bonuses). This is a very curious Event, as it incorporates high strategy, complete with its own metagame. Player vs. Player battles often are simplified to using one of three types: Steel, Dragon, Electric. That is because these three types offer a very high resistance:weakness ratio, meaning it is these three types that stand out over the majority of other Pokemon. Important meta Pokemon include Bisharp, Aegislash, Goodra, Hydreigon, Magnezone, Skarmory, Dedenne, Garchomp, Electivire, Steelix, and Ferrothorn. I recommend you assemble a team you find appropriate and save it to one of your automatic team slots with /party save. This also tends to mean that NPCs, with their random assortment of Pokemon, are usually unreliable and weak, so it is better to align yourself on teams with other (preferably good) players. Admins can also enact, although rarely, an Inverted Rule for the War. In that case, you would want to use Pokemon with a low weakness:resistance ratio. The two best types for this include Normal and Grass. Pure-Normal types have a weakness:resistance ratio of 0 and are not allowed, so you’ll have to combine it with other types (notably the Normal/Grass Sawsbuck, Normal/Ground Diggersby, or Normal/Electric Heliolisk.) Pokemon Race: The game generates 6 Pokemon. You sign up by selecting a Pokemon. Every turn, each Pokemon advances 1 to 10 steps, and whichever one reaches 50 first wins. All players that selected the winning Pokemon earn a prize predetermined by the admin. If multiple Pokemon pass the 50 mark at the same time, whichever one got the most distance will be the sole winner. However, if there is a tie above 50, all those Pokemon will be winners. There’s virtually no difference among the Pokemon, so just go ahead and pick your favourite. However, unless the admin switches them off, there can be a Favourite Pokemon and an Underdog Pokemon. As you could guess, the Favourite has an advantage; it can never roll a 1 for its movement. Underdog is disadvantaged; it can never roll a 10 for its movement. As such, there are usually three prizes: a normal prize for winning Pokemon, a better prize for Underdog, and a lesser prize for Favourite. However, since the difference in advantage between Favourite and Underdog is so minimal, it is usually better off just to always go for Underdog. Sometimes, the admin will also allow players to bet Items for the chance to get higher quantities of the Item or an even better Item. Usually, the Item that needs to be betted with is an easily obtained and expendable (Safari Balls, Rocks, Baits). If such is the case, bet the max amount you can, as there is really no opportunity cost to not do so. Battle Factory: All players receive 8 random Pokemon to battle each other in a single-elimination tournament, with prizes for the top three players. These Pokemon are either all fully evolved or are LC. Remember as I have stated countless times in this guide, Safari Battles place a higher emphasis on type advantage moreso than stats, and that a good Pokemon requires a strong offensive and defensive typing. Before battles begin, you are given a few seconds to preview your team. Take this opportunity to take note of what types you have access to, what kind of opposing types you may be good against, what you don’t have as strong a coverage on, and your own weaknesses. When battles finally begin, you are shown a preview of your opponent’s team. You have only a few seconds to do this, so act quickly. Analyse your opponent’s team like you did yours. Identify glaring weaknesses, non-threatening Pokemon (either against your team specifically or just piss-poor Pokemon, like Poison and Normal), and Pokemon that would devastate your team. You can mostly ignore opposing Pokemon that would lose against a majority of your own team, as your opponent is unlikely (and would be unwise to) to select these Pokemon. Notice which of your Pokemon that can exploit and wall common weaknesses in your opponent. Also notice what exceptions your opponent will have and try to include counters for them. Most of the time, however, there is really no best option and you just have to pick whatever seems good. The Pokemon you send out will be in the order you pick them in with the command /select name, but if you run out of time, the rest will be randomly picked for you. As this is a speed-based event, people that play Pokemon Online on a phone device are disadvantaged (this is because PC players have the luxury of clicking commands and it is difficult to type commands on a phone). There will be two sets of finals at the end of the event, one for determining first and second places, and one for determining third and fourth places. Prizes are given for the first three places. Quiz: This is similar to the Riddle Rooms of Pyramid Quest. Over 10 rounds, the game will provide two broad Pokemon descriptions, and players have 10 seconds to give an example of any Pokemon that can fit that description with the command /ans name. These descriptions are similar to the ones found in Pyramid Riddle clues, but may also include height and weight descriptions, which can be difficult. The first player that can provide an answer receives 100 points (over 10 rounds, a potentially perfect score of 1000), and subsequent players can still continue to give answers for subsequently dwindling points. If your answer does not match the descriptions or was stolen by a preemptive player, you can still offer another answer, so just keep firing away with whatever you can think of. If you are stumped, check to see what other answers other players have offered. Usually – but not always – entire evolutionary families can qualify as answers for the same descriptions. As this is a strongly speed-based event, people that play Pokemon Online on a phone device are severely disadvantaged, and therefore this Event is not often enacted. Prizes are given for the first three places. I have mentioned “Authorised Events” and “Admin Events,” so in this paragraph I will be describing what I will term as “Casual Events” and “PO Events.” I have mentioned before that Legendaries that appear in Contests may randomly appear as an “Event,” which forbids Master Balls and makes them twice as difficult to capture. Any admin may also spontaneously generate any Pokemon at any time, which is almost always an automatic “Event” to dissuade Master Ball usage. Like Admin Events, this is not done regularly, and is almost always done as a joke. These Pokemon are usually disguised as another Pokemon (usually an Arceus as the same type of the actual Pokemon), including Missingno, or honestly as anything the admin desires. However, due to admins’ vast power to create anything they want in the game, they sometimes hold arbitrary Events and giveaways with rules made up on the spot, which usually involve this wild Pokemon mechanic. PO Events are important and reliable. The other “official” games that PO hosts (Tournaments, Trivia, Mafia, and Hangman) all have their own Events. Competing in Event Tournaments and Trivia will automatically give you Safari rewards. Every day, a specific tier is chosen for Event Tournaments, and a double-elimination tournament for that tier is held four times a day. You can check the planning of this with the command /showevents, and an announcement will be held in the #Tohjo Falls and #Safari channels. To join any Tournament in the #Tournaments channel, you need to have a team loaded with the proper tier, and then use the command /join within the signup phase or at most 1 minute into Round 1. This is easy to do for any variation of the Challenge Cup or Battle Factory tiers, as these tiers do not require a premade team. You can easily switch the tier of your first loaded team with the command /changetier tiername. Placing at least third in an Event Tournament rewards an Amp Gem, placing at least second will also give you a Rare Candy, and first place will additionally receive the elusive Mega Stone. This is a fantastic source of income. When I first started playing Safari, I capitalised on Event Tournament rewards to very quickly advance my income, allowing me to become self-sufficient at a very early stage. However, it is also a little unfair, as I really cannot expect all players to be able in battle, so it really is a privilege. Of course, larger tournaments results in larger competition, ultimately making it harder to achieve first place. Event Trivia is a little easier. To join any Trivia game in the #Trivia channel, use the command /join at any point in the game (except Elimination, which must be joined at the game's start). To submit an answer to the open-ended questions, simply type it in within time. All Trivia games have three different modes: Default (earn points and reach a specified goal for answering questions, points earned are based on the ratio of how many people total answered it to the amount of people that signed up), Speed (reach a specified goal, points earned based on how early you can answer the question), Elimination (you can only miss three questions before you lose). Event Trivia is held every four hours, and an announcement will be held in the #Tohjo Falls and #Safari channels. The top three players of Event Trivia will receive up to 3 Golden Baits. Baiting is a large source of income, and Golden Baits even more so. Default and Speed Trivia have a specified goal to reach to be eligible for these prizes, and the game ends when third place has been determined. If you are the first person to cross this goal (which can be checked with command /goal), be wary, as the game is still ongoing and you can still be surpassed before it ends. In case of a tie, the players in question are randomly decided for their placement. I encourage playing Trivia frequently to become used to the questions, which can be vital if questions repeat. At the very least, the majority of questions relate Pokemon and Nintendo, so at least you will have experience in most of the questions. Mafia and Hangman, as of yet, have no officially distributed Safari rewards. Event Mafia is not sponsored by Safari, and Mafia Admins pay out of pocket to provide prizes for Safari players. Check the list of these admins with the command /madmins and ask them for more details. Hangman is not popular enough to warrant any sort of prizes for its Event games. If you wish to speak more about it, consider talking to Hangman Admins, which can be viewed with the command /hadmins. Spoiler: Bug Bounty, Changelog, and Suggestions There are three links that normally will not come up for you in normal play, but you will likely ask, “Hey, is there a place on the forums where we can go to see so-and-so?” Here are those links. All of these links can be found in the #Safari channel topic, which can be viewed whenever you enter the channel and with the command /topic. Bug Bounty: http://pokemon-online.eu/threads/33994/ There is a forum thread for Pokemon Online to submit witness of glitches, programming oversights, or something out of place that definitely should be fixed. Safari, being a complicated game, has its own thread. If you see an outright glitch, programming problem, or an anomaly that is more than a game suggestion and definitely needs to be implemented, post it in the thread. Although it is a little arbitrary for what does and does not count, you will usually get an Egg for your trouble. Read the thread for more details, and read the comments for examples of such bugs. Changelog: http://pokemon-online.eu/threads/32600/ This is a list of notes of significant edits made to the game. You can also read it at your pleasure to see how the Safari game has evolved over time. There are two commands admins can use to implement edits in the Safari game. One message is “Ding-dong! The Safari Game is over! Please return to the front counter while an update is applied!” This message means the game is put on pause and no player can take any Safari action, and that the admins are implementing a significant game change that requires the game to be paused (this may also be prefaced by a temporary suspension of all Quests). The game is resumed by the following message: “Welcome to the Safari Zone! You can catch all the Pokemon you want in the park! We’ll call you on the PA when you run out of time or an update is needed!” (You won’t actually run out of time.) Check the changelog to see what is new. Your baiting cooldown is also reset, which means if you baited immediately before the game is paused, you try again on the next baiting window. Sometimes the “Welcome back” message is spontaneously displayed without having to pause the game. That means a minor update has been applied that did not necessitate pausing the game. Such a minor change is usually an edit in game text, and will not be implemented in the changelog. Your baiting timer will also not reset. Suggestions: http://pokemon-online.eu/threads/32357/ If you have a cool idea or want something to change, this is basically where you to go collaborate with other Safari players and discuss what would be best for the game. The admins may occasionally be interested. Spoiler: Ditto, Mew, Zorua, and Zoroark These four Pokemon are the only Pokemon that can learn the move Transform or ability Illusion. These Pokemon do not spawn as frequently, and when they do, they sometimes spawn with the image of a random Pokemon, and is publicly revealed as its true form when a player catches it or if it runs away. The only indication that it is a disguise is that the BST will be off center by 5 or so. I'm not really advocating you memorise the BSTs of all Pokemon (although you do pick it up after playing for so long), and it's not particularly BAD to catch a Ditto, Zorua, or Zoroark. However, it is a good heads-up when you're playing a Contest theme that can spawn any of these three, and an abnormal Pokemon suddenly appears. The most dangerous thing about these Pokemon are their potential to spawn as Legendary Pokemon, and it would be remiss for you to use the expensive Master Ball on these rare-yet-not-worth-it Pokemon. You should always be suspicious when a Legendary Pokemon spawns and always double-check the BST. All Legendary Pokemon have BST divisible by 10, so it is easy to spot a disguise. This is easy enough when a "Legendary Pokemon" spawns in an inappropriate Contest theme, but it is not as obvious when it does seem like it or via baiting. Mew, being the ancestor of all Pokemon, can maintain a more perfect disguise and has no such BST anomaly. It can only appear in Cerulean Cave and by Golden Bait. Given Mew's rarity, you cannot "waste" a Master Ball on it like you could on a Ditto. On the other hand, if a common (or really, any rarity) Pokemon appears in Cerulean Cave or by Golden Bait and appears suspiciously difficult to catch, it just might be a Mew. You might want to consider lobbing a Myth Ball for a decent catch rate if it might. I definitely would not be brave enough to try a Master Ball, however. Although you should take note of which themes Ditto, Zorua, and Zoroark can appear in, a suspicious Pokemon in Cerulean Cave (one that should not ordinarily be there) will either be Mew or Ditto. Remember that Ditto copies BST imperfectly, and Mew does so perfectly. That said, it would also be prudent to be knowledgeable of what Pokemon are expected to be found in Cerulean Cave. The wild Pokemon in Cerulean Cave are identical to those found in the main series games (all games, including HGSS). A Shiny Ditto will have a shiny disguise as well. The same is not true for Zorua and Zoroark. I honestly don't know for Mew.