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How an expedition works

Floors, alphas, guardians, lost Pokémon and what happens if you faint.

Fighting

Your Pokémon has three attacks. The basic one fires on its own at the nearest enemy. You aim and cast the two specials yourself, and they have a cooldown. There's also an ultimate that charges as you fight and wipes out whatever is around you.

Enemy attacks are marked on the ground before they land. Dodging leaves you unable to take damage for an instant.

Growing on the way down

  • You level up with the experience enemies drop.
  • Specials grow as you use them: first they get their "+" version, then they turn into a stronger attack. Attacks shows what each one becomes.
  • When your Pokémon reaches its level, it evolves on the spot. Those that don't evolve awaken instead. Back at the haven it is once again the one that set out.
  • Along the way you'll find held items, chests and, sometimes, the Kecleon shop.

The floors

Every 5 floors there's an alpha, and you can't go on until it falls. Every 10, beating it brings the Escape Rope. On floor 25 the route's guardian waits, a legendary. Beat it and your next expedition can start on the following floor.

From floor 26 the route changes: a new hazard, one more Pokémon type and its own alpha. More guardians wait on 50, 75 and 100, and after that the route goes on with no end.

Lost Pokémon

Some floors have a lost Pokémon. Rescue it and it follows you, and it reaches the haven when you return with the Escape Rope. Each entry says on which routes and floors a Pokémon shows up.

If you faint

A teammate can pick you up. If the whole party faints, the expedition ends: only part of what you picked up comes back and rescued Pokémon are lost, except those you already had when you beat a guardian. Pokémon that faint come home tired; Audino's Pokémon Center heals them.